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Posts
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Quote:1. All of the IOs have to go in the same power to get the bonuses. However for non-unique IOs you can have multiple copies of the set in different powers in which case the bonuses stack (subject to the law of fives).I am confused on how these work, exactly as far as the set bonus.
1. Do all the set IOs have to go into the same power to get the set bonus?
2. Do you need to use one of each type in the set or can you use multiple (non-unique) IOs of the same type IE: Damage / Accuracy to satisfy the number needed for the set bonus?
On this last one, a lot of the enhancers in a set do not have things I am interested in and I would not want to have to use a set type that has something in it that I do not care about enhancing.
2. No, each power can only have one of a particular set IO. You may be interested in Frankenslotting which is where you slot IOs from multiple different sets in order to increase the performance of the power at the cost of not getting and set bonuses. -
I'm not adverse to more Master Badges or even Accolades for achieving sets of Master badges. But I don't really like the idea of Accolade Powers being associated with them. The incentive for getting the master of accolades is to show that you're the best not because you get an accolade power from it.
Besides, I suspect that part of the reason for the I16 lowering of requirements was due to complaints about accolades (particular Archmage on the hero side and Born in Battle Villain side).
Also as a side note, the devs have stated in the past that they intend to keep the selection of accolade powers equivalent for both Heroes and Villains. -
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Quote:Repulsion Bomb is not really intended as a damage power, it's a control power that happens to do damage. Lightning storm I'll concede is primarily a damage power. You're right they aren't going to change it although personally I think all versions of Time Bomb should be changed.Tell that to Lightning Storm. And Repulsion Bomb.
I think for the Defender the main attribute is supposed to be the knockback, not the damage. It's Traps, though, it's derived from Devices. It's been this way since CoV launch, it's not going to be changed now. -
Quote:I think it's decent but never going to be FotM. I been leveling one up a bit on the test server and the set has some severe weaknesses at low levels due to lack of recharge. Even at high levels I think it's going to have positional and speed problems on a team but we'll see. It doesn't help that the Tier 9 is basically useless and the Tier 8 is of limited utility. As you say it's got good options for softcapping although overall I'd rate it a bit below Trick Arrow as a utility set. Still, I'll definitely be making one for real once I16 goes live.Def traps looks decent. Very solo viable set and very very easy to soft cap (35% with just FF gen, weave, 3% IO, and 1 slotted cj) and still retains a resistance based shield in the epic for a very tough Trapper. (comparatively, cheap soft capped *s/l corr trappers are stuck with a def epic).
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I think others have covered the basics. The only thing I'd add is to hold off buying any on the market until post-I16. Hopefully the new difficulty settings will result in a higher number of purples being produced with consequently lowered prices.
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Wow you guys are really fast . Thanks for the change.
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For ITF I'd try and get a second melee type so that you can pull the healing Nictus away from Rommy. It's not required but it does make it easier. MoITF is probably the easiest of the Master badges by a long shot.
Now the interesting one would be Master of Dr Q TF. I think with that one the primary problem would be player fatigue. -
Quote:Right, but the reason that they are stronger is because Defenders have a higher Buff values than Corrupters it has nothing to do with hero versus villain or primary versus secondary. It isn't a case of Castle saying "lets make cold domination worse for corrupters" these values are part of the overall game balance and are very rarely changed or deviated from (most deviations are powers that use pets or pseudo-pets since changing those is very problematic for the devs).I am talking in terms of comparing defenders and corruptors. Look at Cold Domination, every buff is stronger in the hero version than the villain version. There is no escaping it, it's the way Castle wanted to balance it. FYI, I am in your corner on this, but I know that it is pointless to complain, cause it ain't gonna change.
Take a look at the Red Tomax list of attribute modifiers and you'll see that defenders have a higher modifier than corrupters for buffs/debuffs while corrupters get a higher damage modifier than defenders.
http://www.redtomax.com/data/modifiers.php -
I can't prove this obviously but looking at the numbers it feels like the Traps set was originally balanced around Corrupters so the problem is actually that Masterminds got a better version of the set than they deserved. I realize it's unfair but it's one of those things you're going to have to live with. There are a number of other sets (kinetics springs to mind) where the use of pseudo pets means that one class is getting more power out of the set than they should based on their modifiers.
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Check the I16 patch note:
http://boards.cityofheroes.com/showthread.php?t=188350 -
I haven't checked it using a power analyzer but the in game description for the powers says that the debuffs are better for Acid Mortar, Seeker Drones and the defense buff for Force Field Generator (which I have checked since it's a buff not a debuff) are better for defenders.
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Thanks for the quote. This happened to my character a week or so ago. I filed a bug report but got no substantial feedback before it was closed (just the generic thank you for reporting this note).
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Quote:As long as the seller never sees less than 90% of their asking price I think that this could work. Effectively you end up with a higher tax rate on the difference between the asking price and the purchase price.They could implement a sliding-scale tax on Auction House sales. Depending on the sale price, the tax goes up or down. If you want to sell an item for a billion, that's your prerogative bidding high just guarantees you first place in line but 75% of that goes into taxes and the seller only sees 25%. That'd bleed off a large amount of Influence quickly.
Quote:They could make Common Salvage available for sale at a certain fixed price point. Yes, that would kill the exorbitantly high prices at the Auction House. So what? The problem isn't that there's too much Influence, the problem is that items are unavailable to the casual player; fix the problem, not the symptom. The in-game vendors for SOs and Common IO recipes hasn't hurt the Auction House; there's still a brisk trade on both those items. -
Quote:Those are still correct. Poison Gas Trap is unchanged. Personally I'm fine with PGT being unchanged, it was Acid Mortar and FFG I most wanted to see updated.FFG is 13.3% DEF
Acid is 26.6% -RES
Poison Gas Trap... I don't recall.
Seeker Drones got boosted to 6.65% -ToHit and 26.6% -DMG, I believe.
Quote:Time Bomb? Time Bomb is still in Traps!?
Ugh... -=FAIL!!=-
Seriously... that's probably THE most worthless power in the game, especially on a Corruptor, or now a Defender. Can we please get that thing changed? To something that someone might actually use at some point? -
If you plan to play solo then the shields are skippable but you'll probably get a lot of grief on teams if you don't have them. Shields are one of those powers that not only do people expect you to take but they also notice if you don't .
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I'd say that Sonic is the one I see the least of. Probably followed by FF then TA. TA isn't popular but I see a lot more of them than I do Sonics.
[WAG]It might be partly a matter of Server, I play on Virtue and from what I've seen I think TA is somewhat popular with the RP crowd so it may be more common there.[/WAG] -
Quote:I have a Trick Arrow/Archery Defender and an Assault Rifle/Devices Blaster. As you can probably guess Traps really appeals to me. As you say it's got a decent range of abilities which is what I like about trick arrow. (also, I'm really awful at buffing so I prefer debuffs or fire and forget buffs).I agree. I see as being a fun set for those people that like utility sets, (i.e. trick arrow and storm).
In my opinion, triage beacon just comes too early in the set. It really needs slotting. Personally I like it, but I also always take regen aura on my empths. I slot both the same way. The “planting” of it is annoying and therefore usually means I only get it out right before the tougher fights.
Also I owe the devs an apology for doubting them. They did right by defenders and buffed the various buffs/debuffs to defender levels. Trip Mine and Time Bomb got their damage reduced to compensate but honestly those aren't why I'm taking the set. -
Quote:Also it's going to drive people back into the AE since Pool A/B recipes can be rolled there while Merits only allow for them to be purchased individually (at ridiculous prices).I got something similar too in my testing. I went several missions without even so much as a common recipe drop. This leads me to believe they really want us to use merits now for recipes. All I can say is buy it up while you can folks. In a few weeks **** is going to really cost alot more.
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Quote:You could always list it high and take comfort in the fact that you're probably gouging crafters like myself for whom it's more profitable to buy the salvage at high prices than it is to waste a slot on a low-ball salvage bid overnight.The Golden Rule says that you should treat other people the way you'd want to be treated yourself. "Buy low and sell high" violates the Golden Rule. You can figure out why; it's not hard.
The problem with underselling on the market for moral reasons is the likelihood that whatever you sell will end up in the hands, not of someone who's going to use the salvage, but someone who will relist it for closer to the going rate to make an unethical gain. I'd rather vendor the surplus myself.
On a more practical note if you want to lower prices on the market it's actually better to sell the salvage and destroy the inf that you get from it than it is to destroy the salvage itself. To lower prices you have to either increase supply or decrease demand. Destroying salvage decreases the supply while destroying inf effectively reduces the demand (the same number of people want it, but they can't afford to pay as much). -
I can understand the Hospital, but why does it need a Merit Vendor? I cannot imagine a realistic situation where someone would need urgent access to a merit vendor in Striga. The best I can come up with is a person who buys their SOs with merits and needs to upgrade a few enhancements quickly to avoid holding up a TF.
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Quote:No need, a recent one already exists (I think the suggestion is on the second page)!That's debatable.
But maybe you should start another thread with that suggestion?
http://boards.cityofheroes.com/showthread.php?t=187858 -
Quote:Runescape has actually had a system like this for a while although it's mostly done with NPCs. There are a few places where the scenery behaves like this but those basically function like instances. Of course the nature of Runescape would make this sort of thing a lot easier I'd imagine.You hold the world for ransom and demand one million dollars!
Interestingly, the new WoW expansion is using more of something they call "phasing". It basically allows you to see the results of your actions in the game world, but other players in the zone with you won't see it. I expect this is hard to do, but I think it's heralding what will eventually be an important advance in MMOs. With phasing, you might for example destroy a villain's hideout and see that the building is now rubble, but other players who haven't done that arc see it as whole and untouched.
Assuming CoH lives for a few more years, it's something I'd love to see introduced to this game. -
Quote:If this was implemented, that's probably the best way to do it. However, ss with SOs, I think that this would completely kill the player market for most items. You might get a bit of movement from badgers listing drops at low prices to get WW badges and for purples the buy/sell prices might be different enough to get some action going. But overall I think that people will just opt to buy stuff from the vendor since overall it's a lot easier and the price difference is marginal.I normally by SOs from vendors for they are not worth beating oneself up, after all 5 levels later, they are worthless, especially now since leveling is so fast and easy to do.
Invention recipes are way too undervalued by the vendors when they buy them from you. As you mentioned, a purple a comical 5K is plainly wrong.
The real question in my mind, is what should, for instance, a hetacomb be worth? How you determine worth? Do you say, that you should earn one after working say 80 hours? and then say a normal player can make say 100k an hour of pure influence, thus the purple should be worth 800,000?
So the two questions would be: How much influence (not counting inspirations, recipes, etc) would a player make in an hour, make theat an average player, casual player, not a power farmer. The second question, how many hours of work/play is a given recipe color worth? With these 2 questions answered, a baseline recipe worth can be defined.
Once those two basic questions are reasonably answered, a structure could be defined, for example:
Purples have a x10 multiplier
Reds have a x 5 multiplier
Yellows have a x3 multiplier
Whites have a x 2 multiplier
So if a vendor buys a purple from you for 1 Million, he would sell a purple to you for 10 million based on the multiplier structure above.
If you use the market, based on how rare the drops are, you could see folks selling the recipe clsoer to the 10M than the 5 million, if the recipe falls too often (pacing of the turtle) it may sell for a price in the lower end of the spectrum.
I realize that for you the ability to buy stuff directly from a vendor is a desirable outcome, but personally I like the market as is .