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Quote:That's... not correct.OK, but at level 8-11, is "superior" really that mathematically significant? I'm not a numbers cruncher, but it seems to me (based on some outside the game work manipulating percentages) that even several percentage points (TOs/IOs vs SOs) increase in low values (any level 8 power) won't make that much difference.
SOs are four times the enhancement benefit of TOs. Getting just one SO accuracy or damage in a power is a pretty major upgrade over the usual effects in a game where the best we can usually do with slotting basic enhancers in powers is 2x or 1.6x the base effectiveness. (A single damage or accuracy SO is 1.333x as much beneft.)
Also, level 8 powers do not have "low values". Our powers generally offer the same base (pre-slotting) relative benefit across our careers*. Level 50 Blasters and Scrappers typically still use the attack power they chose at level 1, and the Scrappers certainly still use the same shields. What happens is we get more powers and more slots for those powers. Certainly at level 8 you won't have many slots to spread around, and perhaps that's what you meant. However, SOs will give you 4x as much bang per each slot you do have.
Given this goal and ignoring whether the goal itself is useful, getting SOs is going to be a pretty huge bump in effectiveness. What can be done with that is another question entirely.
*The major exception is actually damage, which slowly degrades in relative benefit. Even progressing from no slotting to full ED slotting, we end up needing to use any given power about twice as much to defeat a boss at level 50 as we do at level 1. -
Now that's a good point which I didn't consider. Granted, my Corr can't get OG, but that would work nicely for a Defender, if only late game. I probably still wouldn't choose it specifically to stack with HT, but having the option would definitely have merit.
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Hopefully the context of what I said made it clear that I was, in fact, talking specifically about costume pieces and nothing else.
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Quote:As peterpeter said, what's fugly to one person is someone else's signature costume piece. Every time they change something that's already there they get a flurry of people who hate it. I know - they did it to me once, changing the geometry of the hair I used for one of my favorite characters. After that episode, I always want them to add new stuff, not replace it with "improved" pieces, so I very much understand the (probable) reason some things are left alone.What bugs me is how its always 'New shiny zones and enemies!', and somewhat neglecting the older stuff. There is a LOT of stuff in the costume creator that is old and, in some cases, frankly ugly. Jay apaprently doesnt like ugly. So I wonder why it's still in there at times.
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Quote:Whether you should like Jay or not isn't something anyone should debate. I do like his posting style, though I consider it very weird. If you can parse his posts, he's a straight shooter, and I appreciate that, even if I might dislike the message. I can readily accept that others might feel differently.Its not even a sense of 'entitlement'. It's a sense of certain things, mostly costumes, could be better, so much better. And yet we are stuck with Jay and his non-sensical posts, his ego and his 'reasons' for stuff simply not happening. The Resistance armour here, the PPD Shell armour. Not robes, because I can understand WHY that doesnt happen. It probably would look horrible. The others? No idea.
I have no objection to the Dev's stance that NPC costume pieces be, by and large, unique to the NPC "factions". I can understand players wanting it to be otherwise, and I don't think there would be harm in us having them, but I also don't see any harm in us not having them. Decisions like this are more about feel and concept than something like AT or powerset balance. The devs have to decide something in such cases, and sometimes they are influenced in the decision by things we don't care about and thus choose in ways we (edit: don't) want them to. We can't say our way is better except in the sense that it's what we want, so we obviously like it more.
You feel that the way costumes are handled could be different in a way that would be more like what you want. Whether or not that's better is subjective. Hell, I might even agree with you, but it's still an opinion. Ultimately, the devs' opinions trump ours. All we can do when their opinions don't match is to try to change their opinions. Telling them they suck (not saying you did that) probably isn't going to get real far. -
Screech is almost a drop in replacement in terms of performance, because as it has an almost identical base duration/recharge ratio as PG. It has the obvious benefit of applying a 20% DR debuff while PG applies only its hold*. In exchange, it has a higher recycle time, which affects how soon you can stack or how soon you can recast in case of misses. Obviously Screech doesn't stack with Dark Servant's hold. The latter isn't terribly important for the average spawn, but I find it's nice for boss fights, where you can expect the Servant to focus on the same for as you.
I waffled over the choice of which power to take on my Sonic/Dark Corr and settled on PG because I valued the faster base recast time, but that was pretty much all about personal priorities.
* The lack of a secondary effect has been one of the main complaints about PG for as long as I can remember, even before its duration/recharge was nerfed back in the day. It didn't help that for the longest time its description reported it has having -Defense, which it never, ever did have. -
Quote:In the very early days of the game, this used to be the case. However, it has not been so for a number of years. I really can't say when it changed exactly, but it was a long time ago. Presently, it's typical for a mission instance to seemingly "despawn" as soon the last person on the team logs out (or, usually, if the mission holder logs out with no one else on the map for a non-TF mission). If you're solo, that means it winks out of existence as soon as you drop.Actually, I believe the instance is preserved for a little while after you're gone. If you can log back in and get inside the mission fast enough, the progress should not reset.
I have CoH installed on a 10,000 RPM drive and always bypass the updater unless I need to apply patches. I can get back in game so fast it will sometimes tell me I'm already logged in when I select a character. Despite this, I can never get in fast enough to get into a mission I dropped out of solo.
Sometimes missions persist longer than this. Missions sometimes fail to "reset" even if you perform steps that normally cause it, such as using /leaveteam as the last person on the map or exiting and selecting a different active task. Sadly I've never seen this behavior happen usefully, always appearing when someone wants to reset a mission. Of course part of that is due to a happy problem; I've never had problems with crashing or disconnecting a lot. -
Quote:From the perspective of a soloist, the above is packed with falsehood. There are simply too many things that can mez you to be completely absent a power that, if it hits, will let you be sure they will not hit you with a mez. I generally agree on your assessment that Dark Pit is not a good choice for this because its duration/recharge ratio is so abysmal (much worse than even PG's). Similarly, while any Dark lacking Howling Twilight is terribly remiss, relying on it as a mez when faced with repeated spawns with mezzing foes (Rikti, Malta, Longbow on villains) is impractical because of both it's duration/recharge and its endurance cost.<Peterifying Gaze is a> Completely redundant power that's made pretty worthless since you already have fearsome stare. <snip> At best, it's a power pick for a set mule.
Absent being able to use these tools in a rapid, spawn-to-spawn fashion, that role falls to Petrifying Gaze. I do concede that PG's hold stats are the worst in the game, but despite that it still fills a crucial need when soloing a DM against mezzing opponents. Neither Fearsome Stare not Siren's Song in your case will prevent a foe from mezzing you, though various -toHit effects will make it less likely. My finding is that "less likely" is not good enough for the pace and difficulty settings I like to play solo at.
I'm not going to claim PG is a great power, but I'm going to claim that it's important for the level of certainty it offers the soloist that any one foe is going to be disabled long enough for you to defeat it. If one's DM build is team-centric, then I think it's perfectly reasonable to skip the power in most cases. -
Quote:That's not why the synergy is good. It's the combination of the fear cone and Tar Patch followed up by damage cones, one of which roots a spawn in the Tar Patch. IMO, needing to use DN on every spawn slows you down, so being able to skip it and just slather them in -toHit as you defeat them is a speed optimization, both offensively and defensively.Honestly, I don't really find that Dark Miasma and Dark Blast synergize all that much. Sure, you're packing a gob-lode of -tohit, but, honestly, after Fearsome Stare and Darkest Night, you're already flooring almost every target's chance to hit anyway (58.5% -tohit anyone?), not to mention the -tohit in TG and Fluffy and the +def of SF.
To be honest, though, Dark Miasma is such that I don't bother using DN on most mobs even when I'm not wielding Dark Blast as a blast set and before I'm adding mitigation with IOs. I take the damage on the chin and heal it with TG when I have to, playing my Miasmists like Regen characters who have to hit a foe to heal. I break out DN and my holds when I have to worry about being mezzed by my opponents.
To the OP: Dark Miasma is a strong generalist. That means its useful and survivable in a wide array of circumstances. However, it also means it tends to lack the singular focus that some players seek out for specialized, high-end play goals, such as soloing GMs with no inspirations or temp powers. It's also debuff heavy, which makes it a nice set for soloing with, but sometimes not as effective at protecting teammates from high-order damage the way a buff set might be. I love Dark Miasma, but it also fits my goals and playstyles very well. YMMV. -
Quote:There are far more examples of things they could give us but haven't than things they have given us. While there are examples of them giving us things, that is not clearly a trend towards them giving us all of them. It seems perfectly reasonable to have hoped this was an exception to the trend, but not reasonable (IMO) to have automatically assumed it was.Would you take away the Vanguard, Roman, and upcoming Clockwork pieces?
Because it doesn't seem to me like we aren't getting pieces because they don't want us to look like NPCs. They don't seem totally opposed to giving us some pieces, or even complete sets. It appears totally random/arbitrary that we get some pieces and not others. -
Quote:How does dissatisfaction with marketing translate into jumping the gun on the notion of whether these were player costume pieces?While I think casting blame about is a bit unnecessary, I think perhaps also you are looking at this as too isolated an occurence. If you look at the bigger picture and see some of the general dissatisfaction with marketing (in the past, and currently), and with how Going Rogue has been handled in general, that might go a ways as to explaining why people might jump the gun.
Also, forum communications aren't marketing. Marketing is the stuff that shows up on GamePro or in magazines. Stuff on the forums is the devs giving completely non-required communications to their players. Does it behoove the devs to give their existing players tidbits to hold their interest? I sure think it does. But remember, only a minority of the player base actually frequents the forums. "General dissatisfaction" with something they do on the forums that they could completely blow off is another example of a sense of entitlement. The devs in this game communicate with their forum community more than just about any other MMO in history. We're spoiled that they communicate on anything like the level that they do. We can always hope they do more and do what they do however we think would be better, but to be angry with them over it is too much.
It doesn't help that I consider the implication that the broad forum user is experiencing "general dissatisfaction with marketing" an unprovable claim.
Only some people in this thread expressed simple disappointment. Some went so far as to say how uncool they thought Jay was or how unimpressed they were with WW as a result. While those feelings may be true, I think they point to a significantly overblown sense of entitlement about what the devs owe us here on these forums ... and maybe in-game.Quote:While we can't expect the developers to work on a customer-mandated schedule, we certainly have a right to be disappointed in what we're receiving, and to voice it. To think we shouldn't do that on a forum made for such things is - to me- what is preposterous. We are paying customers, after all. (And yes, I'm aware no one has paid for Going Rogue yet, but many obviously intend to, even if I'm not yet one of them.)
I love this game too, and I get very passionate about some topics, usually things related to game balance changes. There are things the devs have done that I disagree with intensely, so don't read into this that I have my lips attached to any posteriors. When those things happen I express my unhappiness, sometimes in no uncertain terms, but I don't go after the devs on a personal level. Some people in this thread did. -
Ninja Run is nice, but it is not fast enough for me to have as my only means of travel. What it does is grant me an easier time of moving around fast in a mission on characters who normally super jump, so I don't have to stutter hop around. It's still not as fast unless I pick up a Speed Boost or have built for Run Speed, but it's more convenient.
I can't abide for my characters to not have true travel powers, even if that is the Flight pool. They all offer different levels of either direct 3D movement or speed that Ninja Run, as nice as it is, only dabbles in.
One place I have used Ninja Run extensively is on a new Regen Scrapper, the only character I've ever built without the Fitness pool, and who therefore has no Swift. The character has SJ as a travel power, and as a Regen, it also has no compensating replacement for Swift such as Quickness or Lightning Speed. Until I did this, I had no idea how addicted I am to having Swift-like powers grant me high tactical ground speed for moving from foe to foe. Unfortunately, NR suppresses, so it's not a perfect substitute for this kind of power, but it helps fill the gap to some degree. -
Quote:If people got their hopes up and then just realized they were mistaken, I'd agree with you. That's not all that's going on here. We've get quite a lot of bitter posts with people saying there's some kind of fault here and complaining that WW (and/or Jay) made a major PR gaffe by actually not saying anything one way or the other. Maybe they should have realized our community would have that reaction, but to me that's like saying they should have realized our community is extra childish.An assumption on our part? Yes, and perhaps an unwarranted one.
A "preposterous sense of entitlement"? Not so much.
I'm sorry, but it's the last bit that's preposterous. Being disappointed I can accept. Being disappointed to the extent that you have to declare fault and blame against someone for it makes little sense to me, especially in light of how it would be an exception to how things have worked so far (in terms of players getting NPC costumes). -
Wow, seriously, I can't believe this discussion has gone here.
It never once occurred to me that the screenshot was of an player character costume set. In fact, it occurred to me that it's standard for the NPCs to get things the players generally can't, and this was almost certainly such a case. I do hope it means we can get glowing bits in the future, however.
The preposterous sense of entitlement people can have never ceases to amaze me. -
Quote:I can't help but think you're looking at this with rose-colored glasses, because of the simple fact that SR up to level 10 or so is pretty similar to not having a secondary. Frankly, most Scrappers are like this, but it's especially noticeable on SR because (a) low values of statistical mitigation (by definition) fail you more often than not, and (b) because there are so many ranged attacks which debuff defense, and you start out with lower ranged defense due to the order in which the powers unlock.I have 2 scrappers with super reflexes, one of which was also solo, and they never had any problems from day 1. I have a couple of other scrappers too (shield and fire) and up until I rolled this new gal, I'd always thought scrappers had it easy the first 10-14 levels (endurance being their downfall after that and before 20).on target.
The main thing the poweset offers these days at such low levels is the scaling resists, but you can't have much of them so early.
I don't really have a problem with any Scrapper before level 10, but that's mostly because it's so easy to kill stuff with the primary, not because the secondary is doing that much. -
It recently cropped up in a discussion on Broadsword attack chains. A specific example was given where a pause in a chain of higher DPA attacks gave a better DPS than inserting another attack in the gap. Umbral commented on it because it fubared his existing algorithmic intentions.
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That they're working on content targeted at 50s (OK, it says "end game", but to me that says at least level 45) is no longer a rumor, as announced here. Its still speculation, but it seems extremely reasonable that such content could provide this general sort of "advancement" as a reward.
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Yeah. I'm working on a DB/Regen that I am shooting for around 30% defense to all positions and 60% global recharge. While having to redraw after heals is mildly annoying, it's a lot less distracting than I had feared (and raw DPS isn't a specific build goal or I would have gone a different route). So far, I'm loving it. Then again, I'm something of a Regen addict.
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Yeah, roundly seconding what Shred said. I love DM. I have it on a Scrapper an a Stalker. But its single-target focus is also a limiting factor. Things like Elec, Fire and DB are much more helpful on a team, and much better at tasks like raw XP or inf/hour (or drops/hour if you're into farming).
I have lots of Scrappers, and because I love playing a breakneck pace and don't always have capped defenses, a self-heal is very, very useful when solo. For this reason several of my Scrappers who lack an in-powerset self heal have Aid Self. When teamed, I typically find myself either with enough buffs to make healing mostly unnecessary or allies who can heal me when needed (or both). In such cases it's often better for the team to have stronger AoE.
Don't get me wrong. Even on a team, I love being able to lay into an AV or GM with buffed up DM damage. But most team content isn't an endless stream of AVs and GMs... sadly.
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According to Red Tomax's site and in-game info, they are AoE only. They have 1.3 accuracy. They are not flagged irresistable, so having (for example) slow resistance looks like it would resist Hasten.
Here's an interesting tidbit. The equipment has levels, just like normal critters, and both the debuffs and the buffs are scaled up if the equipment is higher level than you.
By the way, [Woozy] is hideous. When I get this I have to wait for it to expire before I am useful again.
Edit: It is definitely random per machine. I have gotten all debuffs, all buffs, and a mix. I have also sometimes gotten no buff even though the machine hit me with the damage. (This implies to me that the damage and the buff/debuff are separate attacks. If you look at Woozy's stats, there, it doesn't deal any damage. I'm going to guess the damaging component is AoE, Fire and Lethal typed, though it might have only one of those damage types.) -

