UberGuy

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  1. Quote:
    Originally Posted by Another_Fan View Post
    First I didn't know I had a side. Do we have meetings ?
    I mean your "side" in the sense of the position you're taking in the argument. Not some nebulous group of people who agree with you.

    Quote:
    By god this is a game, what kind of twisted place does that come from to make it into here. People play this for fun. Sportsmanship and fairplay should be the watchwords not strange theories of social darwinism.
    Games take different forms. This is a persistent world MMO. All such games have as features a series of ladders to climb that lead from the place of weakness from which players start to heights of power which they can attain. Climbing those ladders takes effort. Because it is a game, that effort is supposed to be manifested in ways that are entertaining, but it still an investment in effort. The rewards of that effort are persistent and can be accumulated upon over time.

    If people do not want to deal with the "effort" of cumulative progression, then they should play an FPS, or checkers. If they play a persistent world MMO and demand effortless progress, then they are playing the wrong type of game.
  2. Quote:
    Originally Posted by Another_Fan View Post
    Asking the wrong question. The question is should someone be able to start the monopoly game with twice as much cash and the red properties because they won last nights game of parchesi.
    That analogy is ridiculous. There's no analog to that in this game. No one here being rich when you got here is meaningfully retarding your ability to get rich too, unlike the analogy you give above.

    Quote:
    You apparently feel that the answer is yes, and whats more the people who are at a disadvantage should love it.
    No, I feel that the people who are disadvantaged should get off their self-entitled ***** and make use of the multiple tools in this game that let them catch up with the Jonses. Your side in this makes it sound as if there's some barrier to that besides these people's own outlook, and that's just not true.
  3. Quote:
    Originally Posted by Another_Fan View Post
    Look its pretty simple.

    The market is a mini game, pvp is a mini game. Mac is saying that because he is good at the market mini game he should gain an advantage in the pvp minigame. I am saying thats like saying "I am good at chess so I should start with a king when playing checkers"
    Look, IOs are part of the game, and the in-game market is the most efficient way to get them. If they don't like it so much they refuse to use it even remotely, that's tough, because it's part of this game. Complaining about "having" to use the market is like complaining about having to take travel powers because you hate the idea of them for your heroes. This gets back to the sense of entitlement wanting the game to change to what they want it to be.

    If there was no upper bound on cost for what you need to equip a character, sure, that analogy might hold more water. But the truth is that you don't have to play the market mini game much at all to make absolutely stupid amounts of money, and you only need so much money for a build.

    I don't "marketeer" in the classic sense at all and I've made 3.5B inf just playing the game in the last 5 weeks. I play the game and sell the stuff I get. I could do a pretty good job IOing something out for 3.5B inf, don't you think?

    For every option we can come up with for how people can get loot, someone can start complaining about how they don't want to do that. If they don't want to use any of the options, maybe they need to step back and really look at the kind of limitations they're saddling themselves with.
  4. Quote:
    Originally Posted by Another_Fan View Post
    Lets try this again with your own example.

    You are getting three times as much done at work and your boss notices it and gives you a giant raise. Now you go out to a pub after work and everyone is playing darts. You want to spend your raise to play against your coworkers on a bigger dart board with better darts.

    That is entitlement.
    The rules of this game includes gear you can gather and/or buy in-game. You are allowed to carry that gear into a PvP zone. You're saying that people have a sense of entitlement about using the resources available within the rules. Is it entitlement to buy all the boardwalk hotels in Monopoly? Is it entitlement to buy the better rifles in Counter Strike when your team has been winning? Those things are provided for within the rules. There's no sense of entitlement about using the resources available. The sense of entitlement is from the players who think the rules of the game should change to allow them to individually come out ahead even though they have no hotels or their team never wins.
  5. Quote:
    Originally Posted by Another_Fan View Post
    Missed this on my first pass. Its that word "NEED". Saying you don't need something in pve means you can win without it but with it you will win faster. In PvP it doesnt mean the same thing. In PvP saying you don't need it means not having it won't affect your win/loss ratio and that is pretty obviously false.
    No, it's not obviously false.

    If you suck, having IOs isn't going to change your win/loss ratio against good players in the least. If you're really good, having a hyper-IO'd out build isn't going to change your win/loss ratio against a bunch of raging fools, even if they have hyper-IO'd out builds - you're going to clean their clocks. If you have a really IO'd out build and bring the wrong inspirations, or the wrong AT/powerse to a duel, you can get your face eaten by a good player with an SO build.

    When they're clearly going to affect your win/loss ratio is when your skill and AT/powerset choices are closely matched. And guess what? That's what it's supposed to do. Either gear does something or gear does nothing. If it does anything at all it makes a difference - that's by design.
  6. Quote:
    Originally Posted by Another_Fan View Post
    Yessssssss excellent that attitude is why DR was inevitable. I'll go out on a limb and say expect more of the same from the devs in their next attempt to fix pvp.
    That makes no sense.
  7. Quote:
    Originally Posted by Heraclea View Post
    Unfortunately, the intros really don't distinguish between custom factions of standard critters and factions of custom critters. Since there are hardly any standard factions I use complete and unmodified, they all show up as custom groups.
    That seems like something the devs could be persuaded to improve. The question is when they'd prioritize it to.
  8. Quote:
    Originally Posted by je_saist View Post
    Fussing about an anvil everybody and their *insert relative or pet here* KNEW WAS COMING over almost a calendar year beforehand really isn't carrying any weight with veteran players. If you don't like that AE now matches what it was designed to be, tough. Get. Over. It.
    Sorry, you aren't the final authority of what people should get over, and frankly, neither are the devs. I consider spending the better part of two issues building something a tiny segment of artistically-minded players will use is a colossal pissing away of time that could have (and should have) been spent on something else. If they couldn't come up with ways to handle the issues that player-generated content opened in a manner that made it such that everyday players were willing to use it, then the time should have been spent on something else.

    But they did spend the time on it, and therefore it's worth ******** about the fact that a lot of people clearly don't think it's worthwhile. I want to see a better return on their investment. I don't really give a damn what a little segment of "real" artists want; I want a tool the general CoH gamer wants.
  9. Quote:
    Originally Posted by Majek View Post
    Is there any point to having a Karma -KB in two different powers? i.e. does the mag 4 protection double to mag 8?
    Yes, they double. You can have a maximum of 5 of each type. In PvE, that's more KB mag than you're ever likely to need. You can get by with 4 points, get by really well with 8 points, and probably never have to think about it much with 13 points or more. (Yes, I intentionally skipped right to 13. 12 doesn't buy you much over 8.)

    Quote:
    Would a Karma -KB work properly in Broadsword's Parry attack, or would it only be "on" when in the act of parrying?
    It would always be on. The only "special" IOs that have to be slotted in an active power are the ones that say things like "% chance" or "for 120s". As Werner said, this seems an unlikely place to slot such a thing. You'd be much better slotting them in +DEF toggles or passives, or slotting the Steadfast Protection version in resistance toggles or passives.

    Quote:
    If I slot a Karma -KB in something like Combat Jumping does CJ have to be active for the Karma to do its thing?
    No; see the previous answer.

    What secondary powerset are you looking at? The majority have perfect KB protection in PvE, meaning not only do they have 10 points of protection, but they also have 10,000% resistance, an overkill value that ensures that nothing will ever actually inflict 10 points of KB over them. The powersets that lack this are Dark Armor, Firey Aura and Electric Armor. It's possible to be KB'd on SR and Shields if your click mez protection is down, but hopefully that's not something you're trying to address this way.
  10. Quote:
    Originally Posted by eryq2 View Post
    While i am new to PvP, i'd love to duel a SO build just for my own beliefs. I did once and owned him, so to say it don't matter, i still disagree.
    Yes, but that's not compelling evidence of anything, because it says nothing about the player skill behind that SO build, or what your two ATs and powersets are.
  11. Quote:
    Originally Posted by Another_Fan View Post
    Also I have no idea how even someone that doesn't pvp cant say having a 20% hp advantage, 10% endurance advantage and amped regen and recovery advantages isnt going to produce a large difference in win rates.
    Just because I don't participate in PvP doesn't mean I'm clueless what's going on there. Consider me like the guy who watches games on TV to know about football. I couldn't QB a game to save my life, but still know how the game is played, some of the players and what they're known for.

    Is gear going to make a difference in two equally skilled players? Of course it is. Percentage-wise, do you know how many "skilled" players there actually were running around in the zones, which is how most people who experience PvP actually experience it? Not very damn many.

    Being a skilled player was, and still is, a lot more important than being IO'd out. Meetings of "equally skilled" players weren't very common unless you count an awful lot of "equally bad" players facing off in zone PvP, usually some sort of "fiteklub". A skilled player could go in the zones and win against on multiple such folk even with gear that looked pretty inferior on paper. Skill, teamwork, and AT/powerset were more dominant than good gear. They still are, with the possible exception of KB protection.

    If IOs didn't do jack in zones, people who got discouraged and left probably still would have.

    Does gear matter at all? Of course it does. You really want good gear to compete in arena contests against skilled players. Basically, if someone doesn't want gear to matter, they shouldn't PvP in an MMO.
  12. UberGuy

    -Regen

    Which is more useful will always depend on your raw DPS. Like for Scrappers, they can take AVs down with no debuffs of either type. Something like a Rad/Psi might still prefer -Regen, while something like a Storrm/Sonic might pull it off on -DR. (I made that last one up, so maybe they can't. Based on Lumi's numbers above, it seemed reasonable.)

    The way to determine it is to figure out the effective DPS of the -Regen effect on your target, and then figure out what your damage multiplier for -DR can be. The latter is pretty easy for most of the major -DR effects, but Sonic Attack gets kind of interesting. Anyway, when your base DPS times the -DR multiplier meets the effective DPS of your -Regen, that's the turning point.

    If you have Scrappers that can hit 150 DPS, with two or three such Scrappers and a 30% DR debuff and you're looking at meeting or exceeding the 90-ish DPS regen rate of an AV just with the bonus damage. Of course, that assumes you're really delivering 150 DPS per Scrapper through any damage resistance the AVs have. The more DR they have to you're team's attacks, the more attractive -Regen looks again.
  13. UberGuy

    -Regen

    That's why the focus for the -Regen discussion is soloing hard targets. Most of the ATs that can deal that sort of -Regen debuff don't have awesome base DPS, so they're levering a small base force. When you've got a whole team with several strong damage dealers, multiplying that force can definitely outstrip the effective DPS benefits of even 100% -Regen.

    To TRTerror's point, though, it's usually worth it to apply both if you have them, at least on AV-class critters and up.
  14. UberGuy

    Focus Chi

    Quote:
    Originally Posted by Sailboat View Post
    Take it, but please don't set it to auto and then stand in the consignment house making the Build Up noise every 35-45 seconds. That drives me nuts -- not so much because of the noise itself, but by making me wonder who on earth would choose deprive himself/herself of the choice of when best to use BU, and instead rely on just hoping it happens to ping during a useful attack.
    I hear you. That makes my teeth itch.
  15. Quote:
    Originally Posted by Rinkoz View Post
    Allow me to explain, first off yes what u said is correct its been tested that when u "pad" for 8 people now it creates 7 other virtual players who take your rewards, I cant remember what post that was but that was pretty well tested and I believe a dev said that they hadn't changed anything and didn't know why it was doing that and will be looking into it.
    With all due respect, this is full of misinformation.

    I was one of the people doing testing in I16 beta. It was trivial to show that the drop rate bug did not match the behavior you're describing. Having a N-player virtual team would mean you got 1/N as many drops. This was not the case in general. I believe TopDoc did report such low statistics, but mine were never that low.

    More importantly, though, the devs told us what the bug was. It was related to the check for whether you were too high a level for the defeated foe do drop anything. There was a variable used in that check that had, essentially, random numbers in it, so sometimes you got the drop and sometimes you didn't.

    And yes, it has been fixed.
  16. UberGuy

    -Regen

    Quote:
    Originally Posted by Dispari View Post
    Maybe I'm mistaken and that agreement was only for AVs and not GMs?
    When they changed AV regen rates to the ridiculous levels they did at first, the only hope you had for defeating them was with copious -Regen. Back then, LR was unresistable, so you always floored an AV's Regen rate with it. Without that, they were basically impossible to kill. At least as far as I know.

    Now, after that was mostly repeaeled, AVs have a lower absolute HP/s Regen rate than GMs. That means there are a lot more options that are viable for overcoming their Regen, and -Regen debuffs just become one of them. For example, Scrappers can burn AVs down through raw DPS.

    I would still maintain that if you're soloing an AV on an AT with a relatively low damage mod (like a Defender), even with a good DSPS attack chain, you're likely to (but may not always) get more mileage out of -Regen than out of -DR. One of the main exceptions would be if you're using Sonic Attack as your blast set if you can stack it with -DR from your buff/debuff powerset.

    Edit: There are some edge cases where -Regen can still be immensely useful even if you don't have to rely on it in the general case. When an AV pops an Unstoppable clone or similar power, you can scale back their Regen to help deal with the fact that you suddenly take a huge cut in effective DPS. It's for this reason that when I run on LGTFs I regularly reserve my -Regen debuffs on the Honoree until when he pops Unstoppable (or just before).
  17. UberGuy

    -Regen

    It lasts 10 seconds every time it pulses, so the last pulse should end after either 40s total, or 39 if it expires before the last pulse.
  18. UberGuy

    -Regen

    The DPS potential for Energy Blast isn't very good. The damage on its attacks isn't high enough to counter their long activation times.

    GMs have strong resistance to -slows. I think you really won't notice the effect just from Ice Blast's stacking.
  19. UberGuy

    -Regen

    Quote:
    Originally Posted by Madadh View Post
    So I assume you mean that the base -regen percentage can be slotted to have a greater percentage of reduction. Is that so? If so, way cool! I assume that slotting for Heal would up the regen gained by the player and also up the -regen inflicted on the AV/GM. Am I on the right track here?
    That's right. Heal enhancements actually boost both heal stats and regen stats of powers, and they never care if the base stat is positive or negative (buff or debuff). However, most of the Regen debuff effects are marked Ignores Enhancements and Buffs, meaning that even if you slot heal enhancers in them, the -Regen part of the power ignores the benefit.

    Drain Psyche isn't flagged like that. Both the player +Regen and the for -Regen benefit fully from enhancement.
  20. UberGuy

    -Regen

    I've never played with it, but my understanding of Traps/Poison Trap is that that 10s -Regen is recast by the secondary summoned effect every 1s for 30 seconds. That means the -Regen is actually 40s long (or possibly 39 seconds long). Given that the trap itself has a 90s base recharge, that's pretty clearly able to be made "perma" with recharge slotting and a bit of global recharge, even with its fairly long cast time. Which is what Silverado pointed out (and TRT backed up).

    Based on the way this works, it's extremely unlikely it'll miss in a way that keeps it from being on full-time. (It would have to miss non-stop for 10 reactivations.) If you can lock down something's Regen at 0, the DPS impact of having to recast the trap becomes pretty meaningless for purposes of beating the opponent's -Regen, and just affects your bottom line for burning down its base HP.
  21. UberGuy

    -Regen

    Quote:
    Originally Posted by Mr_Fallstar View Post
    ....You list off /TA but you call /Poison minor?
    Yeah, why?

    Envenom is a 50% regen debuff. After GM resistances, that's -7.5%. Compare that with powers like Lingering Rad, which work out to -75%, or Traps' version of Poison Trap, which is -100%, perma.

    There's no -Regen in Poison's version of Gas Trap.

    So ... what are you referring to?
  22. Quote:
    Originally Posted by PumBumbler View Post
    Justice tends to be lite on drama.
    It's true. My concerns are actually mainly based on another server's past raid drama, which spilled pretty visibly onto their board forum (or I never would have known about them).
  23. Quote:
    Originally Posted by Sandolphan View Post
    The same could be said about the dangers of team leadership, only applicable on a larger scale. People have to work things out once given the tools for grouping.
    The thing is, if you don't like a team, it's extremely lightweight to leave that team and either find or form another. That's not true of a raid. Even on a server that raids regularly, you're not likely to find another raid to go to for at least a day, and on most servers, it'll be the same crew running it the next time. Even if you're so ambitious as to go about running one yourself, you're not likely to get the raiders to come until the next day, being very optimistic. So while I agree with the theory of what you're saying, I don't think it's that realistic in practice.

    Quote:
    The way around the problem of unjust leadership is to have the players present in the zone elect the raid leader by voting, in a similar fashion to a group-kick in a first person shooter. There would have to be a quorum set by the devs to initiate the raid setup through player action, and then all in the raid listing would be transported to the instanced Hive/Abyss.
    Something like that would be cool. I have a hard time imagining the devs prioritizing it, though, especially given their attitudes in past forum posts on people who disconnect. (Paraphrased, it was "It doesn't happen that often." Frankly that pissed me off.)
  24. Quote:
    Originally Posted by Lemur Lad View Post
    Well clearly in those circumstances, the Hive wouldn't be a true zone nor would it be a true instanced map. Someone may take control, but it would be just as easy for someone else to start their own raid.

    However I do think it's important to come up with some way to handle things so that A) it's easier to manage teams and B) disconnects don't instantly mean you're SOL when you were there for the whole raid but someone else was clicking on the gate when you DC'd.
    I'm with you on wanting a way to manage DCs and accidental exits, but I'm with Flea in not wanting to see someone with full power akin to a team star on a Hamidon raid. While it is a completely sensible idea from an organizational perspective, there is far too much risk of excessive drama from people who think much too highly of themselves.

    Depending on how much backing they have from a clique of allies, this may not be a self-correcting situation the way having a lone rogue would be. After all, if some lone guy's a jerkwad all the time, people could just boycott his raids. But if you get on the wrong side of a big ego who's part of a crew that manages raids, now you've got a problem.

    It's one of those "this is why we can't have nice things" problems. As much as it'd be nice to be able to have the control to do things like kick leeches and the like, I think the open structure of the current raids (both Hami and RWZ) is far less drama prone.

    That doesn't mean I don't want to see any improvements. I'm just leery of certain powers the raid leader(s) could have.
  25. Quote:
    Originally Posted by Ironblade View Post
    We get that you prefer the new raid. Can you even IMAGINE that the people who prefer the old raid are not all greedy scum only after the reward?
    Yes, I can. You would probably know that if you weren't busy twising my words into something I didn't say.

    Do you think that everyone that ran through boss farms was greedy scum? How about everyone that got PL'd in the AE, or ran a ticket farm? Of course they weren't. They were players chasing shinies that suddenly rained from heaven.

    But even if we don't villainize those players, how many people here think that giving them access to that was actually a good idea? I don't mean what was intended, but what actually happened?

    If we gave that PLing and farming ability to them again, do any of you actually believe they wouldn't go back to using it? I believe they'd be back at it in a New York minute. Taking the easy route is simple human nature. It's why games have rules and limits, and why the devs are on a never ending quest to close loopholes and exploits. People seek out the easy routes. Does everyone? No, but an awful lot of people do. Enough of them that keeping them from constantly taking routes far more easy than intended is an ongoing quest by the devs of every game.

    The old Hamidon raid was a very easy route. The social scene was a symptom of how easy it was combined with how boring it was. The easy reward attracted people, and the presense of a lot of people doing something boring produced a social scene. People enjoyed that social scene, and that's laudable, but it was only possible for it to spring up in that form because there was something wrong with the underlying mechanics. Seriously, can anyone point to any content that they think the devs intentionally designed to be performed on /follow with a power on autofire? If you can't, do you really think that what was the game's only end-game content - the hardest challenge it offered - was supposed to be executed that way?

    This isn't about whether or not I liked the old raid or like the new one. It's about simple common sense regarding whether or not the old one was a functional challenge. Anyone trying to defend this notion of comparing the new and old raid and seeing which is more "popular" are completely sidestepping that question. The old raid was broken, plain and simple. Almost all the "good things" people remember about it were community add-ons that didn't actually have anything to do with the actual raid or the mechanics.

    The old raid was a slog that people did because it yielded the best reward, and they socialized because slogging isn't fun. That doesn't mean a slog is a good idea.