-
Posts
8326 -
Joined
-
Quote:I think you know what I meant. It's a shoehorn of the new mechanism into the old display mechanic no matter what. If your usual interaction with the system is in a Task or Strike Force, its the team leader who always gets the outdent at the top of the list.But you're not necessarily SKed to the team leader. You get SKed to the person who owns the mission you're on. You're only SKed to the team leader if you're doing the leader's missions, you're on a TF (the game treats the leader as the mission owner), or you're not on any mission at all.
We don't need the team window to tell us what's going on with the SSK system, and the way its doing it both detracts from the utility of the team window and confounds long-standing methods of using it, based on whose missions the team is running.
The team order in the list should either be fixed as it was pre-I16 barring individual SKs, or much more configurable, as suggested by StratoNexus. Pointlessly indenting all people who aren't the current mission holder, and reordering the team each time a new person's mission is selected is confusing and uninformative. -
I really, really hate that about the system. There are people in my SG who haven't been on in a coon's age, but have high ranks. If I don't know them very well I'd like to be able to reduce their rank so I don't have to worry they'll pop in do something untoward with their rank if they come back and are feeling vandalous. But I'd like the option to leave them in the SG at a lower rank, in case my fears are unfounded.
-
The introductory mission to the Midnighter's Club for Villains. The first mission has a Death Mage (or whever is appropriate for your level) in every spawn.
-
Quote:Yes, how conveniently you ignore the voices who play normal content who have earned vast wealth despite your claims.And here we have the correct evaluation of the situation. Of course this thread of filled with people cheering on the OP, who claims that anyone not spending hundreds upon hundreds of hours farming minions in repeatable missions doesn't (and I can't believe they actually used this word,) "deserve" to receive the content they paid for. And yet, those three boxing multiple accounts and sweep clearing mission after mission to gank the system and harvest these purps somehow does.
Claims that one has to farm or play the game in other degenerate ways to earn huge wealth come down to one thing. Lies. If you read this thread at all, you have to know better, and thus have to be lying. Yes, I am calling your post a lie, flat out, no holds barred. For posting it you deserves all the respect any liar does.
Greater power is supposed to take longer attain. Otherwise, there is no achievement. Without "hard" to attain goals, the devs get no sustained subscriptions and the players get no sense of achievement. It's that simple, and the only thing worth arguing about is how "hard" is hard enough.
People like me are proof it's not actually all that hard. People like you are proof that some people don't actually know what they're talking about, but are willing to villify the people who do to make themselves look better. -
Quote:Humanity has done countless horrible things throughout time, and unfortunately, despite great strides, continues to do them. If we allow ourselves to attach emotional charge to every word that has any possible association with those events, and refuse to allow their use on those grounds, we create a society of censorship and fear of reprisal.And my position is based on that horrible book helping the murder of thousands and thousands of women over several centuries.
Words and the context in which they are used is important. I despise political correctness that ignores context. The word in context is not honoring the awful historical deeds of which you speak, nor is it intended to evoke them. It is not used in a derogatory way. You have attached this significance to it, and your goal is to enforce acknowledgment of that significance on everyone else, and then enforce a change in their behavior and/or environment to suit that viewpoint.
I have pity on those who lost their lives, and can only imagine the horror of those victims and their loved ones. I understand your thought process, and while I acknowledge your logic, I believe with the most absolute of convictions that the conclusion to which it leads you is wrong. I believe actions like yours here are misguided and harmful, and I oppose them whenever I can. -
Good work.
Just try not to end up the Coke Zero of ebil. Marketeers should not end up with "zero" in their title.
-
-
Indeed. Primary/secondary are not actually what determine what you're "better" at. They just determine what powerset you get powers earlier with.
-
The heal and inventions make it suck a lot less. It's still not what most people would call "strong", mostly because of the Psi weakness and how prevalent Psi is on villains.
-
When solo, you basically want +1 level and 2 heroes. It's not always exactly what you had before, partially because they simultaneously modified how stuff spawns, but it's pretty darn close.
It won't scale with real team size - if you were on the 4th setting before and added a teammate, you both got roughly 3 players of spawns. Now it takes your setting or the real team size, whichever is larger (and no difference in a tie). So for a team of three, you want +1 level and 4 heroes to match your old settings. -
I sure as hell hope it does. It looks sloppy to anyone familiar with the old system. (It's incredibly obvious they just shoehorned in the team leader as the "mentor" to everyone using the old SK mechanisms - reinforced by the way it gives badge credit.) It's also needlessly cluttered, reordering the team and indenting seven of the members while conveying no more information than the old star system. Lastly, it messes with people who like to order their buffs with team slot binds. (More picky people than me by far, but I've certainly played with them.)
-
Double XP definitely worked in AE last time. There was resounding shock by pretty much all involved wherever they stood on the matter of whether it was a good thing or not.
-
I didn't think it was per cast either. The reason it's so cheap seems to be that it's a mob drop that doesn't trigger that often even in an AoE.
-
No. It doesn't happen with any enhancements at all. The game does not remember when you added slots. As long as you have the power, you have all slots you have added to, no matter what level you added them at. Instead of docking you slots, it scales down your enhancements.
-
Quote:I'm not 100% sure I understand the question the way you asked it, so I'll just try to clarify the mechanics.Then that means that if I am going to purple a power, I can slot it only later and slot the non-purpled first for better performance when sk'd?
You do not lose set bonuses just because you lose access to a power. The only rule that controls whether you lose access to set bonuses is that you can't be lower than 3 levels underneath the IOs in question.
Purples ignore this rule. You keep your set bonuses for purples no matter what level you are, and whether or not you have access to the powers you slotted them in. Because I know this will probably be contested, here is proof. This is a screen shot showing my Dark/Dark Defender's Attribute Monitor, power and status trays. She has purples in Dark Blast, Night Fall, and Petrifying Gaze. Notice that she has 30% recharge from "Ultimate Improved Recharge Time Bonus". That's the bonus Purples give. If you look at her tray, of the three powers I listed, only Dark Blast is available at level 14, but she still has +30%.
For non-purples, whether you lose a bonus depends on how many of an IO set you have in a power after applying the 3-level rule. For example, if you have 5 level 38 Touch of Deaths in a power plus one level 40, and you exemplar to level 35, you will keep 5 of those Touch of Deaths and lose the 6th for bonus purposes (meaning you'd lose its melee defense bonus).
For global uniques, such as Luck of the Gambler: Recharge, there is only one IO, so only its level matters. Just as with my purple example, you keep the bonus so long as you aren't more than 3 levels lower than the IO, even if you lose access to the power it's slotted in.
The other effect is that the actual enhancement provided by your enhancers is decreased. Broadly speaking, this effect is stronger the further down you exemplar, but it has some hard to explain progressions and exemptions. (Four-way IOs like acc/dam/end/rech are always exempt, for example, because they slip under an enhancement size limit for the effect.) Purples do not ignore this effect. However, if you slot a whole set or the right parts of 5 pieces, you end up with a ton of damage and recharge enhancement which tends to "resist" the reductions. In the situation I took a screen shot of above, my Dark Blast still had 63% damage slotting even though I exemplared from 50 to 14.
For powers you still have after exemplaring, you keep all the slots. The order you add enhancements to slots in a power (or the level you add them at) don't matter at all. The benefit of the enhancements is just decreased (usually).
I hope this helps. -
The intent of the change, as with many for the AE, was ostensibly to prevent ticket farming. As such things go, this was possibly the most misguided of those changes, because it really does very little to prevent ticket farming. Anyone who wants to farm tickets just picks from the biggest maps and resets when they reach 1/2 the cap (getting the other 1/2 from the completion reward).
-
The pets are recycled PC powers (Dark Servant, Burn/Ignite, etc.). Because the pets are player powers, they don't have a 50% base chance toHit against a player character, but the same 75% base chance that players have against NPCs. That's like a mob with +25% toHit. In fact, a +4 version is going to have significantly higher than that, and its going to go up as if via toHit instead of via accuracy, just like players do against NPCs.
I really became painfully aware of it when playing a Nightwidow agaisnt the Legacy Chain, who have those bosses that summon Animated Stone. That thing is so tough it's better to focus on the boss to get rid of it, but it beats the snot out of a defense-based character because it feels like it never misses.
I don't get the 50% chance to hit you with Subdue, though. That doesn't sound right. -
Quote:Remember, this was from direct game rewards of inf only. I'm not someone who wanted the badge changed, but on my oldest and most-played characters, I hadn't broken 1B earned that way (though I was close), and I have 5-year-old characters I still play a lot.From what I read on Paragon wiki (I don't often pay much attention to these things), the "Leader" badge now only goes to a paltry 500m, nerfed from 2b. Really, now? *pfft*
It was one of those things you definitely only got via very atypical play unless you were willing wait years to obtain it. On that level, I get why they lowered it. -
-
If they made RotP act like some sort of Strength of Will clone when you weren't dead, I'd be pretty satisfied with FA. (I'd take an Unstoppable/Elude clone too, but hey.)
-
-
I did definitely mean with the current game.
I can't remember the give and take of everything that's changed with our own DPS and GM regen rates since back then. (Hell, back then I didn't know any of that stuff.) I'd be a little surprised if an old-school Scrapper could get the DPS to solo a same-level GM without running out of endurance, but if anyone could have, it probably would have been a /Regen. -
I'm not sure how big a deal that is on its own. After all, today they can get to softcapped defense to at least one position, which has other benefits besides damage mitigation - it help make a lot of mezzes miss too.
What a lot of this discussion comes down to is how likely are the devs to give us both access to high defense and access to good DR. I think that's not likely at all. As such, if getting good DR means losing access to high defense, I'll pass, because I like high defense much more. -
Oh, indeed. It's just that having it in the primary means that Bots/Anything is a great start on hard target soloing.
/Poison used to be pretty hot stuff for this, but then its -50% regen was made resistable in the great -Regen normalization. -
