UberGuy

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  1. Quote:
    Originally Posted by BackAlleyBrawler View Post
    That's purely a gameplay compromise.
    Yeah, but experience with what it's like in the game influences immersion immensely. What makes more sense if you want to be immersed in the game? (A) It's a wildly advanced gun that can fire about 50 different things, or (B) that it's really not like that, it just works that way for game function/balance.

    In the pursuit of (A) the default gun even looks like it fires 50 different things.
  2. Quote:
    Originally Posted by JamMasterJMS View Post
    Are you tryin to compare the recharge/duration of a ST mez against an AoE mez?
    Yes, because we're comparing the available tools you can use to completely disable foes. Whether it's balanced or not is irrelevant - what's matters is what we need the powers to do.

    This discussion started with your claims that the -toHit in TG (of all things) was enough to "usually" make foes with annoying powers miss. I say that it's better to have a 95% certainty that at least one mob in question will do nothing all the time. (Note: your odds the foe will miss based on debuffs is also reduced by the same 5% miss chance on your debuffs unless you spend the time using Darkest Night on them.)

    Even moving from Twilight Grasp to the more powerful debuffs in FS and DN, each of those unstacked leaves a +2 foe with at least a 38% chance to hit you, and that's before we account for the fact that LTs and bosses inherently resist toHit debuffs.

    Your options for ensuring the mob in question can do nothing are Howling Twilight (8.33% base uptime), Dark Pit (19.9% base uptime) or PG (74.4% uptime). If that mob is a LT, Dark Pit isn't even an option. If the mob is a boss, your only option is to stack Dark Pit with HT or to stack PG.

    Quote:
    And while ddd's might be the most survivable of defenders their certainly not the most damaging combo for defenders.
    What does that have to do with the topic at hand, exactly? Did I make any claims at all about how damaging a DDD is? No, in fact I advised against taking Blackstar on the basis that I don't think it's a good use of a DDD's endurance.

    Quote:
    This is for a dark/dark build and neglecting stacked stuns IMO is a big waste of potential.
    The time spent between a DDD's opportunities to stack stuns is the big waste of potential. Instead, fear most foes, petrify the ones that you can't afford to be able to hit you, and save HT's stuns for emergencies not covered by the fear/hold combination.
  3. Quote:
    Originally Posted by JamMasterJMS View Post
    Usually PG will hit and hold your foe. I guess that isnt good enough either.
    95% hit rate for well-slotted PG versus a roughly 50% chance for a foe hit with a single application of TG to hit you. My option works 10 times more often than yours does.

    Quote:
    Dark pit's and PG's mez statistics are both horrible. Its the worst hold in the game.
    PG's base duration/recharge ratio at level 50 is 11.9/16 or 74.4% uptime. With double duration and 66.6% recharge slotting, that rises to 248% uptime.

    Compare that with Dark Pit, at a base duration ratio at level 50 of 11.9/60 or 19.9% uptime. With double duration slotting and 66.6% recharge that's a 66.1% uptime ratio.

    Dark Pit only works on minions, whereas you can use PG on LTs, and stack it to affect bosses, though it is difficult to keep a boss held with it without additional recharge bonuses such as Hasten. In order to affect bosses at all with Dark Pit, you have to stack Dark Pit with another power. If that power is Howling Twilight you will affect them for a maximum of around 24 seconds before they break free. Under an extremely favorable +200% recharge for HT you wouldn't be able to repeat that stacked mez for another 36 seconds.

    So despite being the worst mez in the game, PG is still a vastly better hold than Dark Pit is as a stun. That's saying something.

    Quote:
    Your every spawn mez is FS.
    Foes that mez, debuff, drain endurance, or activate obnoxious defensive powers will still use those attacks when mezzed by Fearsome Stare. If you want certainty that they do not do these things, you mez them with PG. Good luck defeating that Paragon Protector who activated MoG or Elude because all you did was terrify them.

    Quote:
    I laugh at anyone using statistics like damage/time with a ddd.
    I solo +2/x6 missions on my DDD. If I ignore my DPS, I'll do that sort of thing much more slowly than if pay attention to it. Everything is relative - when I play my Defender I want them to do as much damage as a Defender can do, because damage is how you get stuff done in this game. You go ahead and laugh, and consider that my Defender probably kills stuff faster than yours, and probably in greater safety based on my power choices. If you are fine with that, so am I, but please don't try to claim that your choices are numerically superior.
  4. Because "usually" isn't good enough.

    Also, TG is one of the smaller -toHit powers in the set. It's also a very long animation time. Spending time stacking that on foes is terrible for your damage/time.

    Even well-slotted Fearsome Stare, which has nearly double the base -toHit of TG, is not sufficient to provide certainty that you will be missed by a mezzing mob. Certain critter factions have frequent mezzers in nearly every spawn. Making the mezzers "usually" miss means you're going to suffer a lot of mez in the course of a mission.

    I explained why I do not recommend Dark Pit. It has one of the worst mez statistics in the game. I also explained why I do not rely on HT as a mez. It is extremely long recharging to rely on this way, and extremely expensive to cast on top of it. Its mez is nice to have in emergencies, but it is not a tool you can rely on using every spawn.
  5. I would not take Dark Pit. It has a terrible duration/recharge ratio and only stuns minions. It can be worthwhile if you plan to take the Dark Mastery epic pool at level 41+ and stack it with Oppressive Gloom (PBAoE stun aura). Some people advocate taking Dark Pit and stacking it with the stun from Howling Twilight. I don't advocate this - its functional, but the long recharge on Howling Twilight combined with the short duration on Dark Pit means it's not something you can rely on frequently enough for my tastes.

    I am not a big fan of Defender Nukes unless you are buffed to the gills for damage. Since a Dark/Dark can't do that, I wouldn't recommend the nuke. However, if you know you have other circumstances, like you will frequently play with a Kinetics ally, this may change the value of the nuke.

    I do recommend Petrifying Gaze. Honestly, it's not a very good hold when contrasted with comparable powers in other powersets. However, a single-target hold can be extremely valuable for dealing with single high annoyance mobs, such as Sappers or mezzing LTs. Your main mez, Fearsome Stare, will not fully prevent such foes from using their high annoyance powers, so having a way to disable them is important. This is where the long recharge times of Dark Pit and Howling Twilight can be the liabilities that prevent me from recommending them instead - while PG's duration/recharge isn't great, it's better than either of those powers.

    I would recommend only one of Moonbeam or Life Drain. If you take Life Drain, slot it as an attack in your single-target attack chain - you don't need another heal given the magnitude and recharge of Twilight Grasp. I like Moonbeam for ways to pull things or open with a nice burst of damage, but it's definite conditional utility.

    As mentioned, Tar Patch and Fearsome stare are workhorse powers from your primary.

    Slot Tar Patch for as much recharge as you can, and then maybe some slow speed.

    Fearsome Stare requires you to choose whether you want it to be a stronger debuff or mez. I like for the mez to be nice and long so that I don't have to recast it as often to keep foes trembling and not doing much. However, if you plan to slather your attacks all over your feared foes, you want them to miss more when they do retaliate.

    Darkest Night is highly recommended. You won't need it on "normal" spawns. I use it when fighting bosses solo and when fighting things like EBs and AVs on teams. Otherwise things die too fast to make the debuff generally worthwhile. It's also nice for pulling a large spawn onto a Tar Patch.

    Shadow Fall is highly recommended. If you build with set IOs for +defense, it provides a decent base value to build from. The stealth it provides does not suppress when you fight, which can be very valuable in crowded situations. It also provides pretty respectable resistance against energy, negative, and psionic damge.

    Dark Servant is highly recommended. He's a bit like another version of you wandering around. He's not terribly reliable on who he'll attack or what powers he uses. Because of this I like to focus on his toHit debuff slotting, because he debuffs anything he's near very strongly, and also has debuffs on all his attacks except his hold.

    I slot Night Fall and Tenebrous Tentacles as attacks, not debuffs or immobilizes. I pull foes onto Tar Patches or terrorize them in place and drop a patch under them. I then lay cycles of Night Fall and Tenebrous Tents on them until they fall over. Generally, the tentacles then trap them on the Tar Patch.

    Hasten helps all this - most of Dark Miasma's key powers are clicks. Getting them back faster helps you maintain or even stack them. I do recommend Hasten with a Dark/Dark build. I also recommend Stamina.

    I hope that helps.
  6. Quote:
    Originally Posted by Scars View Post
    Wow, looking at all of these responses, I see the community in this game is very tight knit. Every time i play this game I get more and more compelled to buy this game. Ok, so to enjoy this game, I should try to find teams? Ok, I guess I'll give it go when I get on next time!
    Definitely try teaming. Once you settle on a server (nothing wrong with Virtue), check out that server's part of the forums and ask about global channels for server events, team finding, etc. These are your best way to find teams. Looking for a team in broadcast (the default way) just isn't that effective any more because most people don't loiter in the open zones.

    The real benefit of teaming with people is that it helps you find and hopefully identify people who share your interests in playing this game. If you add them as friends (per character, no permission needed) or global friends (know when they're on with any character, permission required), you can grow a support network of people who share your interests.

    You can play solo many character types very well in this game, but some fun content is intended for teams, some rewards are most efficiently gained by teams, and generally, at least chatting with people while you play (teamed or not) is a whole lot more interesting. Take it from me... I solo a lot.
  7. Oh, I agree. I think I just didn't explain it in a way that made that clear. If I happen to have MoG and/or Recon handy when I realize I'm in trouble, I can use one or both of them to reset my health and then pop IH (or pop IH and let that reset my health behind MoG, etc), then do what you describe.

    But yes, if I really know I'm just plain going to need it anyway, I'll just go ahead and activate it proactively.
  8. Quote:
    Originally Posted by Another_Fan View Post
    3500 was the number of the players on our team. I believe the development staff etc was somewhere around 20 it varied seeing as the game was in development
    My apologies, I did misread that. So tell us... What did "managing" these 3500 players entail? Were you responsible for their test cases? Did your team document that they formed teams with clear leadership structures when faced with complex challenges a significant percentage of the time? How do you know that their testing and reports were an accurate simulation of how people would play the game "in the wild"? Did your game promote such structures through its teaming interface? Did combat have large scale persistent ramifications closer to EVE's approach, or was it a non-persistent match interface such the Arena in CoH?

    Quote:
    Good try at comprehension. Fair to middling try with the middle management bit, just a heads up anyone managing 3500 people at just about any software company would be upper level management, In EAs case that would be a ridiculous percentage of their total labor force.
    Sorry, I work for a multinational corporation with 350,000 worldwide employees. My views on what constitutes "middle" management may be a little out of line with EA's size. Try not to let your e-peen get caught in the door.

    Quote:
    The fact that you couldn't even conceptualize the scale of what some games tried for and just how radically different environments could be just highlights this.
    You are very hung up on this idea of scale. I'm not. I don't want epic scale, and have explained what context I'm talking about in prior posts. I propose something light, repeatable and fun. I want FPS-style team matches (besides deathmatch) imported into CoH's mildly persistent environment. CoH's "persistent" world is very static. All that persists is our individual charcters' or SGs' progress and achievments. That makes importing new types of low- or no-impact PvP matches a very natural fit. Stop trying to envision this as Heavy Gear or Planetside or Eve. I'm talking about 8-on-8 CTF or Defend and Destroy and you keep referencing the MMO equivalent of Alexander's conquest of the known world.

    I'm not posting about how different different environments could be. I'm talking about how consistent they are in practice. I'm sorry, but I don't accept that every pug team head-to-head I've ever joined across a half dozen games in the last decade has miraculously lacked team leadership when in fact it's very common. It's like you're telling me the sky is red, then lambasting me for not providing you proof that it's blue.

    Quote:
    You have said you work in the software industry ? That seems to be contradicted by your lack of knowledge.
    Lack of knowledge of what? I work in enterprise systems development and architecture. What does that have to do with this topic?

    Quote:
    Edit: Just so you understand, its Cochranisms, Demands for data that couldn't possibly produced and your saying that because you didn't notice it happening it didn't.
    The only data I've demanded is to know what game's you've actually played that had team head-to-head. If you can't answer that, you really ought to stop talking.
  9. Quote:
    Originally Posted by Postagulous View Post
    Do the devs just decide that the drop rate on these things should dry up? Do they hate these enh?
    No, they adjusted drop rates based on player feedback. As much as a few people really want a +Stealth, there were an army of people who were sick of getting one when they really wanted a Decimation, Mako's Bite or an Obliteration.

    Then they made it easier to level. Then they accidentally unleashed the PL tool to master all PL tools on the multiverse (but they did mostly put it back down again). Then they did various things that made it increasingly attractive to play at 50, and less inconvenient to go to 50 and then backtrack to missed content.

    So we got a lower drop rate on something that people spend less time producing in non-50 level ranges.

    Quote:
    And how do these pie-in-the-sky Fire/Kin babies's builds get made? Hell, every one has five LotG +7.5.
    They either slot level 50s or they buy them with merits. I don't have a Fire/Kin, but I still use a lot of LotG:Recharges. I buy level 25s, personally, and the price tag on those sometimes means I buy mine with merits. The level 25s that are out there are almost certainly being produced via direct merit purchases.

    Quote:
    So, I guess my real question, rather than just a rant, is how do people get these things that just aren't on the market? Or do they?
    For non-level 50s, merits is probably the way to go.
  10. Quote:
    Originally Posted by Lemur Lad View Post
    My secret wish is that in Power Customization 2.0, Sprint and the Prestige Sprints will all be folded into one power, with those custom looks unlocked by getting the upgrade or Veteran Badge.

    Then we go back to having one power, and Universal Travel can be opened up in it again with no issues.
    I would hate this, because I use the prestige sprints to have optional IO stealth without having to spend a power on it. I don't always want two minutes of stealth because I engage sprint, or Fly, or Hover, but I do very frequently want more stealth. The ability to fast switch to the Prestige Sprints is ideal for this purpose. I would not consider the ability to slot BotZ or WG in my actual sprint adequate compensation for losing that.
  11. Bear in mind that not all the markups are intended to create a profit. Sometimes they're meant to counteract server transfer fees that the transfer provider has to incur to move the money from server to server. Markups on infamy <-> influence exchanges also may have exchange rates based on the perceived relative value of the currencies. (So if most stuff on the BM costs more than on WW, then expect to get less than 1 infamy per 1 influence.) If people providing money transfer/exchange services don't take these factors into account when moving the inf around then they actually lose purchasing power in the process.
  12. The answer is really going to depend on what you try to do with the character. As much as I love MoG, its short duration and long-ish recharge means it can't turn the tide alone when you're facing too much DPS to survive between Reconstructions. Assuming you can't shut down that DPS by killing foes, then at best, MoG tends to give you one more Reconstruction activation before you find yourself taking on lethal DPS levels with nothing coming back soon enough to save you. This is when I activate IH. (Edit: Well, actually I would often activate it during MoG's duration, and possibly fall back a few yards to regain HP again.)

    If you never find yourself in those situations, then it pretty clearly is skippable. I'm of a mindset formed by playing (or playing with people who play) things like capped SR/Shields/Arachnos characters, and so I am prone to want to pile into things that I really have no business trying to survive. For me, that makes IH not skippable. If you're not as insane as I am, you may be able to skip it.

    We might revoke your Scrapper card, though.
  13. Quote:
    Originally Posted by Rajani Isa View Post
    Speaking of Nouns turned verb...
    Actually, he used it as an adjective.
  14. Quote:
    Originally Posted by Another_Fan View Post
    Try again.
    A significant part of your post serves to reinforce the notion that your ego is blinding you to a great many things. You think that your past experience in the middle management of a game company means you have insights that your posts on the topic belie.

    Quote:
    You see that would be impressive all except for the fact that when you were leading a team of 8. I was leading a team of 3500 for electronic arts in their attempt to bring the MPBT universe to life as an online game. And had been involved online gaming in one way or another for nearly 10 years at that point.
    I'm sorry, that qualifies you to understand the teaming dynamics of online players how? Assuming you were actually a manager in charge of a staff that size, those people weren't a team of online players. Even if we make the ridiculous assumption that they were, I seriously doubt you had 3800 direct reports. Even if those 3800 people included play testers, how many of them were testing the game unscripted?

    All this claim shows is that you were involved in an effort to create an online game. It doesn't show that you actually understand how that should be done. As a counterpoint, I think Jack Emmert has whole lot more recognizable MMO resume than yours, and I think the man is a giant ignoramus about how players actually play games. Ultimately, your posts are vastly more damning than any such credentials serve to counter.

    What matters far more in my opinion is how much you've played these games, and how much you've interacted in meaningful ways with the players on the teams you've played on.

    Quote:
    BTW if you are seriously comparing your experience in Tribes and Tribes II to COH you have just demonstrated that you are talking out your rear. There is no comparison between those games and COH in any way shape or form.
    Your aforementioned ego-blinded ignorance is showing. Tribes is just the context in which I was heavily exposed to the mindset of competitive play. I've pubbed on plenty of games since. Teams are teams are teams are teams. The head-to-head teamplay behaviors I'm describing don't depend on the game, as long as the matches in question are individual, stateless contests. Read that carefully - the contests need to be stateless, not the environment.

    Quote:
    But if you do want to make the comparison, it would have helped if you mentioned modded servers, People hosting servers in their dorm rooms so they could have zero ping and wouldnt even need to bother with voice chat.

    There were enormous problems with that game in terms of serious competition. Even so we were looking at modding the torque engine so we could keep playing our game when EA lost its license.
    Tribes 2 was not Tribes. Tribes was not based on the Torque engine. As a player, I considered Tribes 2 a pretty serious failure in the eyes of its community, and I liken it in many ways to I13 here. We (and I mean the communities I was part of) never experienced a problem with modded servers in organized Tribes competition, so I'm curious if you think this was a problem on paper or in practice. The only reason people took exception to servers was based on their ping versus that of their opponents. It was typical that each team chose a server, and if needed the matches were split across them. Tiebreakers could be on a 3rd server if needed. Many matches were held on servers managed by the league itself.

    In any case, none of that is germane to the topic. None of that is an argument in defense of your claims that people need dedicated team leaders to manage complex gametypes.

    Quote:
    Good try though, I suppose your resume is impressive to you. I have no need to make the false comparisons you have and I have no need need to assert special knowledge (and in your case either flawed or incomplete in presentation)
    Claiming you were an EA insider isn't you asserting "special knowledge"?

    By the way, when debating an argument, it helps to say why people on the other side are wrong. All you've done so far is declare me wrong or flawed, but you've not actually shown how my position is logically unsound. This is how we've gotten into whipping out backgrounds - it's not like there's some mathematical derivation that one can use to prove how online teams play. We can only cite experiences. It seems kind of telling that you seem to be the outlier in this thread.

    So, again, what experience in playing online team games do you have? How many people do you consider part of the community do you play with? How exposed to their play experiences (and not just your own) are you?

    Quote:
    There is no way to compare a PvP module of a MMO to a fps on a public server. The social dynamics are entirly different but if you want to see teams with leaders, log onto a server and look for the team that has an overwhelming record of dominance. The odds are that not only do they have a leader but they logged on as a group specifically for racking up on the server.
    I'd like your stats on how often that happens.

    Quote:
    If you don't think that groups of people don't get together get on their voicechat and then target a server they either own or have mutual good pings to then log in as a group you are sadly misstaken.
    I think you are either much to worried about things that don't happen that often in most games. That they happen is not at issue. The question is: how pervasive are they?

    Quote:
    The zones we had contradict your statements. The prior statements by other people on this thread about the behavior they encountered in zones contradicts your statements. Basic human nature contradicts your statements.
    No, they don't. The zones we had don't have anything that works like what I'm talking about. The zones we had were deathmatch.

    And pardon me if I take your opinion of human nature with a grain of salt, since you seem to think that people in random pubs have the gumption to form up into an organized squad under a designated leader as a matter of course.

    People are way lazier than that.

    Quote:
    Yes you are the measure of all things and people should agree because you say so.
    This attack on my argument is particularly weak, because I can't have formed my opinions on this particular matter without hundreds or thousands of other people. Do you really think it's reasonable that not only did I almost never run into people doing this sort of thing you claim happens all the time, but none of other players I got close to did either? That no one else in the ladders or leagues I was in talked about this big endemic problem? That essentially none of the pub teams I joined in any game over a 5-year span had this "needed" leader in place?

    So either I'm lying, I'm the luckiest SOB ever for never running into this big problem, or you're exaggerating the issue.

    Quote:
    Of course people who have had their alliances blown apart because their leadership wasnt up to the job or simply wasnt, people who play eve online who have had their corporations destroyed
    I'm curious about what part of EVE can be compared to a 3-map CTF match. I'm curious how EVE corporations compare to ladder teams. I'm talking about adding stateless matches that happen to be held in a stateful world. You're talking about losing a CTF match costing you a capital ship or a mining outpost. You're over-thinking again.

    Quote:
    people on FPS teams that have been wiped out repeatedly to the point they became sick because they were playing on someones modded map
    Anyone who gets sick over stuff like this needs to not play head-to-head online games. I also think that online games that worry overly much about people like this end up not being very fun.
  15. Brutes have Fury. At low levels, all the ATs deal similar damage, and have basically no enhancement. What you're experiencing is free bonus from Fury which is tuned towards rough balance above level 20. At very low levels (under level 15 or so) it significantly favors the Brute. Later on, your base damage falls behind a Scrapper's meaning the Fury stops being so much of a free bonus and more required to attain something like parity.

    So it's just not that Scrappers take longer to mature. It's that everything starts out nearly the same and diverges later, but Brutes get Fury on top of that.
  16. Try to imagine a cross between Super Speed and Combat Jumping. You run fast, jump pretty high and far forward. However, you don't run as fast as SS or as high as with CJ. The animation for the whole thing is completely new, most often described as looking like something from Naruto. The jumps are very acrobatic looking, and when you run backwards, your avatar actually turns around and runs towards you (similar to how Walk works, since you've clearly seen that). Like other pack and vet powers, you can't slot Ninja Run, but you can stack other buffs to jump and run speed on it, which can mean you can get going quite fast. You cannot run it with SS, SJ or CJ.
  17. You know, I usually have something of a gag reflex to most suggestions I see for Vigilance replacements, but that one sounds rather cool. I haven't given much brainpower to thinking about it, so maybe it wouldn't be so good in practice, but with a nice assortment of buffs it could be rather well-rounded.

    It would be a wild pain for the devs to set up and maintain, but different powers could even trigger different specific buffs. This could help the buff granted was actually useful considering the Defender's powersets - a common complaint about the current Vigilance and many suggestions for replacing it.
  18. Quote:
    Originally Posted by Microcosm View Post
    DON'T DRINK THAT TEA! It's shooting out electricity.
    LoL

    To the OP: Grats!
  19. Quote:
    Originally Posted by Smiling_Joe View Post
    Superjump at 8? How'd you get Mids to give you that?
    The new version supports that. In fact, it swapped the internal definitions for what level travel pool powers appear at, so that if you import an old build, it will screw up your travel pool power choices.
  20. Just posting to support Ironblade's info as correct. Set bonuses don't help with +Regen powers, and they don't affect healing powers that grant resistance. This latter bit is a side effect of some complicated interactions between the "attributes" of healing/damage (healing is negative damage) and damage resistance.
  21. That's an easy mistake to make if it's coming from Mid's. I know it threw me when I started working on my 1st NW build.
  22. The only time "target in range" matters is if you slot something like this in a power that affects foes, such as Invincibility. (It doesn't do anything to foes, but it touches them. You can see this when you are near an NPC with the power - the Invincibility icon appears in your status tray.)

    Since TD always affects its user, and its user is always "in range", there's no concern about foes being around.
  23. As far as I know, Assemble the Team is the only exception. All the others are affected normally by everything except damage buffs.
  24. UberGuy

    Damage output

    No, that's not correct. Resistance debuffs are definitely affected by the purple patch.
  25. Quote:
    Originally Posted by MLEdelen View Post
    If they want the bases to be used more...I have an idea. Why not make the portal in ourobus...instead of giving you a choice of zones to go to.....just make it take you back to the zone you were just in last. If you remove the capability to use ourobus as a TP hub, they would have to use the base tp'ers again...and it might get peoples interest back into the bases more.
    There's a litany of things wrong with your OP that other posters have pretty much covered. But I had to stop and comment on the specific quote above.

    How on earth can you consider it a useful situation for people to use bases as a pass-through to get to other places for no other reason than that they have no better mechanism? That's your improvement to bases? "Hey, it's the least obnoxious way to get between zones!"

    I don't think bases have any horrible problems that need fixing, but you sure didn't propose much for how to fix them if they did.