UberGuy

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  1. Quote:
    Originally Posted by brophog02 View Post
    The market redside has problems, and I know the counterargument here is simply that a merged market means you could play redside, and get all of the stuff you want through one market structure. Then again, at that point, you're playing for immersion and a shared market breaks immersion.
    That's ridiculous.

    (1) There are reasons to stay redside other than immersion. I prefer redside content.
    (2) A merged market would not in a million years break my immersion. I think anyone who finds it immersion breaking has a weaksauce imagination.
  2. Quote:
    Originally Posted by brophog02 View Post
    To some extent. However, certain steps need to be made to keep redside from becoming totally extinct, rather than mostly extinct (which is the real problem with the markets).
    The problem is that this planned market mechanism is effectively punitive. If they want redside to be played, it should be because it's attractive to do so, not because taking a villain to heroes is actually a partially crappy experience.
  3. Quote:
    Originally Posted by Supernumiphone View Post
    I'm not sure I'm understanding this. Are you saying that there is a single damage cap value for pets that applies to all pets, and you can't change it for one pet without changing it for all pets?
    That is indeed the way it works.

    To overcome this, they would need an entirely new category of pet.
  4. Quote:
    Originally Posted by Rent_ View Post
    But, when asked about a market merge, he said they won't look at doing it until there's not such a huge gap between villain and hero earned inf.
    We were told that here on these boards by our community rep at the time.

    It's a self failing prophecy. There's no way for the villains to catch up on inf, because there aren't as many of them. Either it's an oblique way of saying "it'll never happen," or a view into radical inability about basic math.
  5. Here's what's really ridiculous about this. You can get reformed enough to go from the RI to Paragon, team there, etc, rack up stuff, and then when you sell, you have to sell on the BM.

    If enough villains reform, this will almost certainly improve the BM, but only villains will be able to do so, and only those who reform.

    Here's the really interesting part. Will a reformed villain (or fallen hero) be able to trade with teammates on their new side? If so, there's your in. You've "merged" the markets through that channel. If not, all I can say is wow, this won't live up to expectations at all. Not because I was specifically looking for that ability from GR. But because I despise not being able to trade things even now.
  6. Thirded. At low levels, with a limited attack chain, sometimes hit and run is most of what you have. Around level 26 or so for a lot of powersets, that shifts as your attack chain gets full. You open with AS then stick around to kill what's left. It's far more efficient.
  7. That's a fair question. I'm not sure you can actually make enough one-sided choices to shift it in favor against a Kin buffing a tougher character, but I certainly haven't looked at it in depth.
  8. Quote:
    Originally Posted by B_L_Angel View Post
    My blaster is built for defense at that level. At level 15 she has about 30% ranged defense and 18 or so energy/ negative energy. I went and built a bubbler to team with her and see if I could increase the speed I was getting the tf done. It turns out that bringing the bubbler around just slowed the overall progress. 30% ranged defence and defiance was usually enough to deal with any Mez that was getting through to me on this task and the need to trade inspirations from the bubbler to the blaster just slowed things down.
    FF is possibly the worst buff powerset you could bring along to speed yourself up. This is often a complaint about the powerset - of all the buff/debuff sets, FF is the most purely defensive. It has no ability to actually speed you forward; rather it can only reduce how much foes slow you down. If your character is such that foes don't slow you down much anyway (not just an IO thing, you could have been playing a tougher AT), then FF isn't going to have a strong effect in general. (There are some cases where this might not be true. It's possible for the increased survival to mean you could leverage AoEs on far more foes at a time. What really matters is how much slower than your absolute optimal speed you have to go to survive foe packing that optimizes your attacks. The tougher you are, the closer you can get to your optimum.)

    In contrast, buffs that increase your recharge, recovery or effective damage all can speed you up directly.
  9. Quote:
    Originally Posted by Miladys_Knight View Post
    You are very very good at precision focusing on the minutiae while being oblivious to the big picture. Please feel free to continue gyrating on the head of your pin. I'm done playing catch with you.

    Edit:

    You picked up on the point I have been making all along. Congrats on "turning to the dark side."
    I was never at any point unaware that what you said here underlaid your position. I wasn't arguing with that. My whole point, which you have at different times seemingly ignored or (at one point) dismissed outright, is that this is not an IO-related problem. I even either directly mentioned or alluded to both Controllers and Corruptors as replacements for Defenders in multiple of my replies to you.

    When I've challenged you here, you brought up defenses for your position. You picked the defenses. You are the one that chose the qualitative and quantitative arguments you rebutted me with. You then chastise me for actually refuting them? If I was gyrating on a pin it was because you mounted your arguments on one.

    I have never once argued in this thread that there aren't viable replacements for Defenders. I disagree with your assertions (and subsequent defense of) involving IOs as a major contribution to their replacement.
  10. By the way, on the whole "Darrin as an aspect" side of things, I looked through the thread and didn't find any mention of how he introduces himself.

    He closes with this. "The simple man you see before you is only a single facet of my being."

    Eerie.
  11. Quote:
    Originally Posted by Laevateinn View Post
    I go from 1-50 on all my characters with SOs. It's something of a rite of passage for me, and replacing my SOs gives me something to look forward to every few levels.
    Hm, I never do that. I won't go so far as to say I hated the way SOs worked, but I think the way IOs work is just a freaking ton better. The only time I slot SOs now is when they're just immediately handy and immediate is what I need. Like I level up on a TF or something and I need just any old thing to enhance my powers right then.

    I will make an exception for level 53 SOs when I'm 50. I don't seek them out, but I've slotted ones on hand on occasion in powers that don't take set IOs (or where I wanted a common anyway), because the difference in a 53 SO and a 50 common IO isn't really that big, and a 50+ isn't ever going to need replacement. I've no doubt that extreme performance seekers like Werner are noting to mark me as a leper for such heresy, but I am guilty of it from time to time.
  12. Here's what this whole side debate comes down to for me. There's going to be a subset of people who will choose optimal solo performance over any other consideration, like whether or not to team socially. Those people were probably not adding buff/debuff people to their solo teams anyway.

    Once you get outside the various gameplay choices that dictate whether or not you want any teammates or not, buffers and debuffers are really attractive choices if you want to do whatever you're doing faster. Most of the people I know and interact with in the game share a joy for speed. Buffs and debuffs feed that joy right up to the attribute caps. Since we can't get near most of those caps on our own, we want the buffs and debuffs so we can get to the caps, or a lot closer to them.

    As long as people like me are playing, and everything I can see suggest that they're pretty common, buffers and debuffers will remain popular.

    Who they'll invite is dictated by a lot more complex set of conditions. Given that Corruptors are basically like Defenders that deal better (but not immensely better) damage, I do expect their availability to erode the Defender numbers. I think that's natural. If a better inherent or some other balanced improvement could shore up Defender popularity in the face of competition, I think that'd be grand. I just think that's going to be a real tightrope walk, and frankly, I'm worried about collateral damage elsewhere. I think this is a view you at least partly share - I'm not interested in improving Defender popularity by bringing everyone else down.
  13. Quote:
    Originally Posted by Miladys_Knight View Post
    Poor Uber so much smoke and mirrors and off on a tangent.
    Excuse me? Smoke and mirrors? Care to explain? Where am I using misdirection here? I'm calling you out on making a sweeping conclusion that I think is wrong except under specific conditions. It's smoke and mirrors to explain how you're wrong? Oh, poor me indeed.

    Quote:
    Let's get back to my original statement the one that you took only part of and strongly disagreed with shall we?

    Quote:
    Many roles that defenders are designed (ie: supposed) to fill on teams are now done as well (or better) by IOs and set bonuses.
    That doesn't say all roles it says many. Shall we go over a few?

    <snip long list>
    Yes, yes, all this is understood, though see my OT responses below.

    None of it means people are not going to want Defenders.

    That's your thesis here - that Defenders are under threat of being replaced by IOs. That people with IOs don't need buffs and debuffs, so they won't invite a Defender to a team. That they don't need buffs or debuffs at the level a Defender can provide, so they'll invite someone else who can buff or debuff to a team.

    When I disagreed, you proceeded to give this example, fleshed out over multiple posts, of how your Blaster can get by with IOs and inspiration cascade. When challenged on how your Blaster could perform even better if you added a Defender to the IOs and the inspiration cascade, you started limiting your optimization goals to loot drop rates. Since your Blaster can solo large spawns quickly, and adding any teammates dramatically reduces drop assignments to you, you used this as defense of the idea that people wouldn't want Defenders if they have IOs and inspirations. This conveniently ignores whether other goals might have the same constraints as drop optimization, or whether a drop optimizer/farmer wants anyone else at all on their team

    Quote:
    I don't know about you but that's enough set bonuses that affect buffer attributes to qualify as "many" to me. Since the defender is primarily a buffing/debuffing and team oriented AT it concerns me that the defender role seems to be shrinking steadily not just from IO set bonuses but from all the other sources I mentioned previously.
    This supports your thesis, but it is not sufficient to make clear it's a problem. When faced with discussion about indiciations that it's not a problem, you continue to harp on the hard numbers. But the numbers on their own don't prove anything. They just show that, yes, everyone has some increased potential to get closer to some attribute caps, being able to benefit less from less total stacking of buffs. The question I've been raising is whether there is still room for improvement to be had by filling out the rest of that space. The answer for the way I play (and most of the people who hang out in that global channel we were talking about) is a resounding yes. Regarding the actual numbers, I want to start out by noting that, at some level, every build is going to find some of these bonuses to be mutually exclusive. You can't have all of these things - you can only have some of them. You can still want buffs for the bonuses you can't get much or any of.

    <------------>

    Quote:
    Recovery bonuses - Unslotted defender values for Heat Loss +62.5%, Speed Boost +50%, Recovery Aura +200%, Adrenalin Boost 800%, Accelerate metabolism +30%. Numina's +/+ Miracle + and a few minor recovery bonuses can easily give you a boost of 30%. How much is needed? On my most endurance intensive toon (a blaster) frankenslotting powers for decent end red (cheap in terms of influence) with ED capped Stamina and Miracle + and Numina +/+ slotted in Health are enough to keep my blue bar topped off as fast as I can sling damage with only 2 exceptions, against endurance drainers (which aren't all that common), and if I forget to turn my travel power off during a long battle.
    You're doing it wrong. I have characters who can pump out status effects, damage, and debuffs at extremely high rates, and it is not possible to slot enough +recovery to sustain my endurance burn, even when my attacks typically have 60%+ endurance reduction. I have a Stone Melee brute that has 75% or more endurance reduction in every attack and I cannot sustain my attack chain indefinitely. All my level 50s have all the +end accolades and every endurance recovery singleton IO and and often multiple large or ultimate recovery bonuses. The Brute above has three sets of Impervium Armor slotted, and still I can attack at a speed that will drain my endurance. Once more, you seem to ignore that other people have build goals different from yours - my Brute is a single-target damage oriented build, designed for beat down against those hard targets you eschew as fast as possible. AccMet and Speed Boost are her friends.

    Quote:
    +Perception - O2 Boost +108.1%, Clear Mind +108.1%. Rectified Reticle Unique, +20%. What's a large enough value to allow you to see a stealthed mob in PvE? +20%.
    Do you really feel anyone is worried about this one? I slotted this IO on a character once. It's coming out on the next respec, because I don't really miss it on anyone else.

    Quote:
    +Recharge - ... I'm sure that you'll point out that more +rech is better and it is, but that doesn't eliminate the fact that pre-IOs the ONLY way to get those additional +recharge values was by including a buffer on the team. [Aside from accolades and base empowerment buffs that are still available today]. That's not the case in the post-IO game.
    You're right, I'm pointing it out.

    Quote:
    +Defense - I'm sure that you'll point out that more +defense is better and it is until you hit the soft cap, but that doesn't eliminate the fact that pre-IOs the ONLY way to get those additional +def values was by including a buffer on the team.)
    Defense bonuses make me love getting +def from teammates, because primary shields from one Def/Con/Corr or a handful of lower-tier buffs like Man/Shadowfall can take a character with moderate set bonuses to the softcap. You probably view the softcap as unnecessary. I view it as an enabler to my play goals, which are not the same as yours.

    Quote:
    +Damage - Fortitude +31.3%, Accelerate Metabolism +25%. Set bonuses - Multiple. While Fort levels are only in the power gamer range, a 10-20% boost to damage is not tremendously difficult to attain.
    And more is always directly better, right up to the cap.
    10-20% damage boost (especially 20%) is tremendously difficult to obtain while obtaining other high-order bonuses such as +defense or +recharge.

    Quote:
    -defense -resitance. I mention these for a couple reasons. Slotting for accuracy set bonuses and the Kismet unique make defense debuffs less valuable additionally power sets such as the newly added Radiation for Blasters as well as Broadsword and a few other powers in other sets allow the slotting of the Achilles heel proc a debuff that prior to IOs you had to get from a debuffer.
    And more is always better up to the -DR cap, which it's going to take real debuffers to achieve. The Achilles proc does not self stack from any number of sources. It only stacks with the new PvP -res proc, which also does not stack with itself. (Also, few builds are going to be able to reliably apply -res to large spawns using procs).

    By the way, defense debuffs are not that impressive in general, and I can't think of any situations where I'd want them that I wouldn't prefer +toHit bonuses. Defenders, Controllers, Corruptors and VEATs give the best toHit bonuses, and if I'm fighting high +DEF, they're who I want along. Again, I'm happy to stack their Tactics, Fort or bonuses on top of my Kismets. A Kismet alone isn't all that impressive. It's just a lot better than nothing.
  14. Quote:
    Originally Posted by Megajoule View Post
    Joking aside, it must be admitted that nearly all comic book universes are Earth-centered to a degree not often seen since Copernicus came along. All those sci-fi planets and alien empires, all those alternate dimensions, but for some reason, the one that the heroes live in/on is the one that everything happens to. This is for a simple, obvious reason - all the readers also live on an Earth, which is improbably similar despite the presence/lack of superpowers - but it can lead to absurd situations as the OP and others have noted.
    Well, I'm not sure that's wholly true. An awful lot of both the Marvel and DC universes actually regularly spin off into the idea that a lot of high-powered goings on do happen all across the universe/multiverse. A lot of times some problem visiting earth is the result of some distant war, prison break, or other significant event in some other place that happens to have found its way to earth. (Insert presumptions about earthly conditions being favorable for lots of intelligent life elsewhere, making it a likely stop for those that come across it in distress, angry, hungry, what have you.) Some good examples of this are things like Marvel's Shi'ar Empire with their Imperial Guards, and DC's Green Lantern Corps. They don't hang out on earth, but they sometimes come there because there are a lot of either troublemakers or potential allies there.

    I would say there are a couple of common themes that do go along with your description, but they don't always directly suggest earth is central cosmic goings on. The first is the notion that the earth in the stories is an absolute hotbed of demigod-like beings, be they actual godlings, evolutionarily advanced humans, technological/scientific achievements, accidents, etc. The frequent conceit here is that humans in particular have extraordinary potential, far greater than most of the other non-earthly races. As this potential is realized, more and more powerful beings congregate on earth, sometimes including peer beings from other worlds. So even though other races have either their own super heroes or are actually all super by human standards, either earth has more heroes or ours are somehow superior despite smaller numbers.

    This actually isn't a theme unique to comics or superbeings. Look at things like Star Trek, where Starfleet High Command is on Earth, and Starfleet membership is seemingly overwhelmingly Human, despite Vulcans providing most of the original technology and early military might. A pretty significant chunk of space sci-fi over the last 50 years assumes that Earth spreads far and wide even in the face of alien opposition. It's often humans that produce the truly extraordinary military or scientific minds. Humanity is shown as extremely good at overcoming ridiculous odds, seemingly on sheer hutspah - human tenacity always seem to surprise non-human foes that face us with slavery or extinction.

    Interestingly, Primal Earth in CoH isn't actually clearly an example of this superiority. First, it seems that if you spit through a dimensional portal you probably hit a meta-being on an alternate earth. It comes across that non-superpowered earths (like ours!) aren't the norm. Additionally, there aren't a whole lot of known alien races crawling around, and those that are practically all are on peer power levels with earthly metahumans. Moreover, some of the examples seem to have these levels of power in all members of their race. The Kheldians come to mind. They may not all learn to fight the good fight with their abilities, but they seem to be inherent nonetheless. This goes with the idea mentioned upthread that there may be remote, alien threats to all space-time that powerful, local forces put down. Since alien races seem uncommon and distant, Primal Earth's metas might just never hear about it.

    Now, in universes where there are a wider array of known alien races, and they do traffic more with earth, earths concentration of super beings sometimes directly leads to earth being front and center in cosmic events, even from alien perspectives. When you combine this supposedly extraordinary human will and adaptability with access to concentrated power, you open yourself to Earth periodically producing folks like Parallax ("When Green Lanterns Go Bad!"), who end up making a grab for absolutely stupefying amounts of power and escalating themselves to a threat to all space and time. This is a fairly common theme in comics, or at least its incredibly epic scale makes up for the fact that it usually doesn't happen more than once every few years of real world time.
  15. Quote:
    Originally Posted by Mr_Enigma View Post
    So, welcome to the market forums, since you have obviously never been here before!
    I hate to break it to you, but AF has very much been here before, and used to be quite active, though generally in a contrarian manner to many posters here (not meant in the investment context use of that word).
  16. Quote:
    Originally Posted by Miladys_Knight View Post
    If I add a teammate we have to do it more than twice as fast for it to really be "faster" especially in terms of non-merit rewards.
    More conditions. Merits are part of the game, and TFs are the fastest way to get them. XP and inf are a part of the game, and I'd hazard a guess that XP is a bigger part to more people than drops by a massive margin. Your most critical efficiency criteria are not shared by everyone.

    No one intelligent brings a Defender to drop farms, because no one intelligent brings anyone else on their farms. At best they might bring their own alt accounts along to buff and maybe debuff if they've got a good multi-box control setup going on. This isn't a Defender-specific problem.

    Quote:
    If I add a third person to the team we would have to do it 3 times as fast, etc. I can assure you that with the possible exception of a kinetics that double soloing speed isn't possible and tripling certainly isn't possible no matter what combination of toons you use.
    And as I said, while mob drops are clearly important to you, they aren't everyone's primary motivation, and the problem you describe holds true for any teammate. It's ridiculous to say this is specifically bad for the Defender AT when a drops optimizer would never invite anyone on a team.

    Quote:
    As far as solo being base line you are correct. It would have to be the base line since not solo means teamed and the maximum number of mobs can not exceed 8 players worth no matter how many players are actually on the team.
    Which, again, is the primary consideration when you want to optimize drops and not XP/time or merits/time.

    Quote:
    I'm sorry but that's not the case because of hard caps.
    Um, no. I took caps into account with the number I gave you, which I made sure was insanely conservative. All you need is someone who can put out a base 30% DR debuff every spawn to achieve around 24% kill speed increase against +2 mobs. I gave the +1% as a freebie on the assumption that most buffers can provide some other kind of force multiplication, be it +dam or +rech. Several builds can do that, especially if they are built with high recharge. IOs don't just help the non-Defenders, you know.

    Quote:
    Why yes, yes they did. Prior to the defiance revamp, prior to no toggle drop on mez, prior to set bonuses, prior to combining insps, prior to the new difficulty settings, relying on outside buffs was the best way to survive on a blaster. Dealing damage was never a limiting factor when playing a blaster. Survival was. Defeat drops kill speed to 0.
    I didn't have it that hard on my Blaster. I played a Blaster who was actually pretty good at soloing thanks to things like stealth abilities, mezzes of their own, and soft controls like KB and slows. A good Defender sped me up, but it didn't speed my reward rate up by a factor of two, because my baseline reward rate was not so sucky that a survival boost lifted me up that dramatically. I primarily soloed a Blaster to 47 before we even had IOs.

    Quote:
    Ignoring a contributing factor by taking exception to it does not eliminate it.
    Holy understatement, Batman. You didn't start out by calling this "a contributing factor". You mentioned it by name, and practically called it out in its own post, indicating it as responsible for a shift back to pre ED/GDN days, which you then declared to be the reason a Defender is no longer "integral on a team". (Personally, I don't ever recall them being "integral" to teams, and frankly, I don't want a game where anything is "integral" to a team. I like it to be pretty wide open for general play. I'm reminded of many debates on the Tanker AT.)

    Quote:
    I simply point out that in some cases (possibly a statistically significant number) IOs allow some players/ATs to completely obviate the need for outside buffs/debuffs. When you consider that the defender AT is primarily a buffing/debuffing AT its not hard to see that the more situations where this becomes the case the fewer opportunites there are for the defender to team.
    What you fail to show is that this effect is actually a problem. Sure, stated the way you do, it seems perfectly obvious that somewhere, a Defender didn't get a team or someone didn't play their Defender. How strong is that effect in practice? How many people prefer your optimization goals to others? How many people prefer teaming to soloing irrespective of efficiency? How many people aren't heavily IOd?

    Quote:
    I know that it is happening in some cases. I don't have the tools available to know if it is happening in enough cases to actually be a problem.
    I see. Well, my anecdotal experience suggests to me that it's not actually happening very often. I haven't been denied a team in years until today. Today I was kicked off a team because I was on a level 24 character and the leader only wanted 45+s for his banner team, not because of my AT. (You might be amused to know I was kicked while playing a /Rad Controller. And yes, I think that person was incredibly ignorant.)

    Quote:
    I don't subscribe to the theory that the "casual CoH" player is sub optimal where numbers are concerned, in fact, I believe it to be just the opposite. The speed that the price dropped on Force Feedback procs post nerf and the speed at which the AE was swarmed at inception and then abandoned after being adjusted are 3 points that demonstrate that the casual CoH player is saavy where numbers and performance are concerned.
    Woah, nelly. You assume that market prices on IOs are driven by "casual" players? I don't think I share that view at all.

    All I need to see to know that the "casual" player is sub optimal is to look at the majority of the TF median rate rewards. The exception? The RSF. My interpretation of the reason? The sample set of people who play and/or complete the RSF is composed of more hardcore players.

    Quote:
    Your point on defenders previously is the best argument yet. Are we at the point where the optimal team for a defender is a sub-optimal team? Shouldn't that be a cause for concern?
    Why should it be? The cause for concern would be if a Defender could not bring enough that anyone would want them on a team. Your argument is extremely binary - because (under your conditions of choice) a Defender is both not required and needed less than before, they automatically devolve all the way to not desirable. The problem is that your viewing this through the lens of the specific goals you have laid out: that of optimizing for drops on a AoE-centric Blaster. Because IOs allow your Blaster to solo at a reasonable pace without a Defender to prop him up, you conclude that no one would ever want a Defender thanks to IOs. But that only holds up under your specifc goals. Moreover, that criteria is biased against everyone, not just Defenders. Surely you would never invite a single-target melee character on that team with your Blaster, because most of them would do even less than the Defender while leeching away your drops.

    Sure, some people might take a Controller (or Corruptor) instead. It's apparent to me that most people don't actually care which they take, because for most purposes, people consider a wide array of them interchangeable. It's not automatically a problem if someone else can bring what Defenders do - that problem has existed since the game released for multiple ATs, and hasn't stopped people from playing any of them. It doesn't matter if a Defender (or any buffer) does less for a team than they once did as long as they can do something some reasonable number of people considers worth having. Your concern is that this will stop happening. Given the criteria you're using as the foundation of that concern, I'm not convinced it's an issue.

    Quote:
    All in all I don't want the changes that have been made thus far reduced or eliminated. They are, in my opinion, all good and needed changes. It is my veiw point that the defender AT may be in need of a revamp to account for all of these changes and certainly needs to be scrutinized. I have made several posts with suggestions on possible ways to proceed.
    I know that wasn't addressed to me, but I want you to know I am pleased by all of it. A lot of what you have said prior has had an undertone of nerf-calling on ... well potentially a lot of things. Sometimes that's valid, but in this case I disagreed enough with the reasoning behind the (perceived) calls that I didn't want to let it lie.

    While I have no major issues with the Defender AT (other than never being a fan of their inherent), if you can convince someone to buff them, I'm not likely to complain.
  17. Apparently, AF has been away from posting here so he could spend time marinating in the broth of his own vitrol.
  18. Quote:
    Originally Posted by Another_Fan View Post
    If not, well longterm investments in a video game are kind of foolish at best.
    So, wait, having long-term player goals in a persistent world MMO is foolish? Fascinating. You might want to let the developers of every major MMO (and most of the successful smaller ones) know.
  19. Quote:
    Originally Posted by Ironblade View Post
    They're not 'Huge' set bonuses? (I don't have any slotted.) Keep in mind that the purple bonuses are 'Ultimate'.
    Sorry, you're correct. I was thinking of "Ultimate" when I said "Huge".

    Not all the bonuses from PvPOs are "Huge", though many are. Some of them are merely "Large".
  20. Nice! Glad you got such quick service.

    Sorry you ended up paying a late fee.
  21. I think the only reason they aren't purple is that they aren't as strong as purples. Setting aside how they give you two distinct sets of bonuses in PvP settings, they aren't any stronger in any one feature than other very nice rare PvE sets. They don't offer "Huge" set bonuses, and they honor the regular boost schedules for their enhancement types. (I.E. Schedule A PvPOs are 42.4% enhancement at level 50.)

    The impression that leaves me is that the purple designation indicates not just the rarity or the special exemplar behavior of those IOs, but also their raw magnitude, which is much higher than other IOs provide.

    What that says to me is that PvPOs should have some other color. They're not really like either purples or oranges. There something in between. Red seems like a nice possibility.
  22. Quote:
    Originally Posted by LordXenite View Post
    Naturally if you put a Kheldian against a chain of single Bosses, one Boss after the other, this would be the worst case scenario, a case which normally never happens in the game as the Devs designed it!
    It's probably worth noting here that the new spawn rules we got in I16 can, indeed, create situations like this. I recently ran a Cimeroran mission spawned for three people where I encountered 5 successive spawns of two bosses.

    However, I take that as less a defense of the notion that DPS should be a overriding consideration for character design and more of a suggestion that the new spawn algorithms may not be doing sensible things.

    It's hard to say anything should be balanced around what happens when you solo things meant for 3 characters, of course.
  23. I think it's very critical to point out that this is inspiration cascade, at the performance levels described, is something only strong AoE characters can do very well. I specifically set out to make as much use of this as I could on a DM/Regen Scrapper, whose only AoE facilities are Shadow Maul and Soul Drain. This character has slightly less than 20% ranged and melee defense, and high global recharge.

    Without the ability to consistently defeat a large number of foes in rapid bursts, I could not sustain my inspiration tray. I got inspirations 1-3 at a time, with long streaks of various sizes of yellow and blue inspirations. The size mixing was actually an additional detriment, since a small and medium yellow can't be combined.

    Adding a buffer to my Scrapper would have unquestionably sped me up more. I doubt it would have doubled my speed in any case, however. +50% probably seems likely, assuming either Kinetics or some sort of shields.
  24. Quote:
    Originally Posted by Catwhoorg View Post
    Don't forget playing a level 50 earns significantly more influence per defeat since pohsyb fixed a long standing error
    Yeah, this is what I'm looking at too. This is going to drive the price of things towards around twice what they would have been without that change. I expect this effect will be gradual, though, and thus hard to perceive through other market shifts.