UberGuy

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  1. [ QUOTE ]
    This sounds like a bug the way you've described it. Logically, you'd assume once an attack is initiated, especially ranged attacks with travel times, that the attack would still do damage even if the mob was defeated while the attack was in route.

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    Logic aside, it didn't work that way for about 4 years.
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    Also funny, I just killed Scrapyard on my way to taking that shot. So I actually stopped to keep the working man down on the way to bragging about how rich I am.

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    Dead working man, even.

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    In Sharkhead, the one often hears the phrase "you two are beating a dead dockworker."
  3. [ QUOTE ]
    I would agree with this and add, changing the melee damage modifier on a Defender greatly without doing anything to the ranged damage modifier. Defenders have the hardest time getting into and surviving in melee range. Reward them if they get in there and try to mix it up.

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    I don't see this as much of a reward in practice, since (a) not all Defenders have meaningful access to melee attacks (I do not consider investing in pool attacks "meaninful") and (b) not all Defender builds or playstyles are suited to even being in melee range for the majority of their powers. (I have little doubt that (b) derives in part from (a).)
  4. Just to answer your question about the posts, these forums are regularly pruned of threads with no recent posts. It's done in batch maintenance, so most everything before a certain date just up and goes poof at some point, usually after a forum downtime.

    It's possible things will be left longer once we move to vBulletin boards, since performance degradations with a large database seems to be one of the reasons behind the purges, and vBulletin generally seems to be better performing in general. Even so, there will still be periodic purges.
  5. [ QUOTE ]
    Uber, that's what i do also. You just gotta get the drops in order to sell them.. That's all i'm saying, ya know. I make millions easily, just not hundreds of millions. lol.

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    Oh, I don't either. Well, all that often. But here's the thing. I have been finding I can sell pretty damn mundane crafted level 50 set IOs for 4-5M apiece on the Black Market, and I'd say a majority of them move in a day if you price them right.

    It doesn't take all that much of that to earn 100M inf. It takes 22 and change sales at 5M inf accounting for 10% market fees. Do that 10 times and you've got a billion inf.

    It's not as fast as can be done with what I'll call "true" marketeering, but it's not all that slow by my standards.

    Edited to be clear I was talking about the Black Market.
  6. [ QUOTE ]
    Funny how marketeers say "do the work" to get the stuffs. lol. The ones actually RUNNING MISSIONS and farming are the ones that want a higher drop rate. Seems to me, thats more like "work" than standing in front of a WW employee.

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    Go look up my recent "Number 9" thread here. I have 7B inf inf across 5 level 50 characters, and I hit the inf cap on one of them. I don't stand in front of WW employees. I play the game and sell stuff. I defeat mobs and sell stuff. I earn merits and sell stuff. No flipping. No sniping inf transfers. No painting sale histories. No PvP IOs.

    I listed 900M in bids on a single set of purples last Monday. Since I did that, I've earned back 300M inf selling stuff, playing 1-4 hours a day after work and before bed.

    You don't have to "stand in front of a market employee" to make money hand over fist in this game. You just have to spend more time trying to make money than you do wishing you could make more money.
  7. Oh. I thought this was going to be a thread about not liking playing masterminds.

    You know not all MM pets send stuff flying, right?
  8. [ QUOTE ]
    Amazing how everyone in this section of the forums knows everything.....ever. even in the old PvP forums I;ve never seen a bunch of folks so full of themselves.

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    Wow, hello collapsed star calling the kettle black.

    By and large, you've gotten nothing but explanations about how and why things are like they are, and you not only refuse to even consider whether any of it might be valid, but you insult the people posting.

    I'm not sure if I hope you never come back to this part of the forums again, or hope you do so we can have a spectacle.
  9. [ QUOTE ]
    Dark/Dark corrupter. Lots, and i mean lots of toys to play with, many slotting options available. Good on teams or solo with the same build, excellent patron pool choices available.

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    I second this, though I'll expand it to pretty much any blast set except Energy Blast with Dark Miasma, and possibly extend it to Defenders or Corrs. Particularly popular blast sets to mix with Dark Miasma are Dark, Sonic, Ice, Fire (Corr only), and Psi (Defender only).

    You'll end up a jack of many trades with a good set of different toys, some wide-area soft control and some damn nice debuffs, which means you'll be decent solo and sought by teams.
  10. [ QUOTE ]
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    Devs....did you want purple sets to cost well over a billion inf? That's it.

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    The short answer is, yes they did.

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    Good lord, man, I wish I could fit the rest of that post in a sig.
  11. [ QUOTE ]
    Even if it's only 5% of the community that can do that?

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    5% of what community. People with level 50s? Remember, only a 50 can slot purples (you can't slot them at 47 like other level 50 enhancers).

    Moreover, even if it was 5% of the community, that can't explain what we're seeing, unless you assume that there are only enough purples available to equip 5% of the population. Otherwise, the 5% that could afford them would, and then everyone else selling purples couldn't move them at that price. The price would come down so that they'd move.
  12. [ QUOTE ]
    Well, AE should have warning labels that explicitly state that it should not be used by pregnant women or women who may become pregnant in the near future.

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    Don't forget that it should not be used by anyone who might impregnate said women. This includes both human males and various aliens, demons, and psychotic computers.
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    I think you might overestimate the area of the stalker critical.

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    I don't think he does. Not vs. "hard targets" and on a large team.

    [/ QUOTE ]Sure, but that's funnily enough, not all the time. In fact, considering the teams I find myself on, that's barely 5% of the time. AVs, pylons, gms, sure. Great. Whoo hoo. They're good at that.

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    You mean like when I said...

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    There's also the matter that "hard targets" aren't that big a part of the game.

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    Frankly, unless they somehow mutate them into some kind of force multiplier, there's no version an assassination class that's ever going to be especially attractive to generic teams plowing through normal content. (Note that, given the casual nature of this game, "not especially attractive" does not have to equate to "never invite due to uselessness".) Meanwhile, I'll take a version that's reasonably good at hard targets, since I actually do spend a significant part of my game time playing content that includes them - TFs, raids (Hami or RWZ), etc. After all, the previous version wasn't especially good at anything.
  14. All good, then. At this point I get where you're coming from (even if I may disagree with some of it!), and lord knows you probably are tired of hearing from me.
  15. [ QUOTE ]
    If you had half his skill at designing and customizing motorcycles, you wouldn't care how big your 'stache is.

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    I think you missed a very subtle implication I was making.

    (No, it wasn't dirty.)
  16. [ QUOTE ]
    It's happening on hits now. I've seen it too. It's most frequent for me when I'm using Acid Arrow. The instant I hit that key, the critters turn around and look right at me. Then they start shooting or running toward me before the debuff hits.

    I've even had this happen when the character was Stealthed. And again, this is occurring with valid hits, not mixed hit and miss or all misses. Single target, start the activation for Acid, instant mob notification even on a hit.

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    That bites.
  17. Look, I get now that most of what you've been saying was being goofy. If it bothers you that I didn't pick up on it, try considering that some of that has to lie with your posting and not this idea that it's all something wrong with my ability to parse your posts. Text is poor at conveying intent. I don't find your "sure signs" of sarcasm (raspberries and statements with question marks) to be sure signs at all. I don't use them to indicate sarcasm, for example.

    That said, I still take issue with the kernels of seriousness that underlay your posts. I disagree intensely with your interpretation of most of these things you list as being changes to an archetype, as opposed to changes to individual powersets that over- or underperform, or wholistic changes to the game as a whole. Very simply, changes to an archetype are things like changes to an inherent, base HP, caps or effect scalars.

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    While the defense scale change was not specific to scrappers, I am pretty sure it was added to address a Tanker-Scrapper balance issue and therefore was a mostly a scrapper AT wide change.

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    That must be why it changed the two AT's mitigations exactly proportionally, while they hammered, say, Blaster mitigation, by stripping down pool power mitigation levels.

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    Unyielding and DA changes were also accompanied by some changes to Regen; scrapper (and tanker) changes in I3, while often powerset specific, were obviously the result of examining the AT as a whole.

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    "Obviously"? Were you around for the dev comments on these changes? If you were, I think you'd think otherwise. Seriously now, do you think the devs said "hey, Scrappers aren't up to snuff. Let's make DA's armors stack!"

    Finally, understand that this disagreement of mine with things like the above this further obscured your sarcastic intent. The fact that what you think is "obvious" sarcasm doesn't hold up so well when someone disagrees with the very reason you think what you're saying is sarcastic.
  18. [ QUOTE ]
    I think you might overestimate the area of the stalker critical.

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    I don't think he does. Not vs. "hard targets" and on a large team.

    The damage a Stalker can put out on a large team is positively sick, IMO. (Read that as: "I love it.") It's good enough that when running Villain Hamidon Raids on Justice, we think siccing Stalkers (especially /Regen ones) on the yellow Mitos is actively a good idea as long as there are Brutes involved to hold Mito aggro.

    The true beauty of the team size buff is that it gets rid of the Stalker's reliance on Hide and even AS to deal a lot of damage.

    I do agree with folks that think this great damage output isn't the end-all, be-all of making a Stalker a great idea on a team. The main issue is that they are comparatively fragile, and only Spines does much in the AoE department. (Spines on a large team can be...startling.) There's also the matter that "hard targets" aren't that big a part of the game. However, I think that people who actually think there is still a problem with the damage a Stalker can deal have either not played one extensively after the recent buffs or not played alongside them in ways that made their damage contribution apparent.
  19. I've gotten it on Regen and Fire Armor characters.

    I'd probably have it on my Dark Armor ones too if I played them more. (Someday...)

    I despise the linkage of these badges with accolades on villains. I especially despise the linkage of a debt badge to one. It has nothing to do with it being hard to get. Rather it's because debt badges are not something I ever aspire to get, yet here I must if I want this benefit. That is incredibly irksome to me when my heroes can go wander around for explore badges and beat down grey con foes for most of theirs.
  20. [ QUOTE ]
    In my own opinion, AE was the worst thing that could have been done.... Noone seems to want to do anything else but play AE missions.

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    Yes, it's always terrible when people get something they all want to do.

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    The farms was good only b/c of the drops. AE doesn't even give you that.... and b/c noone is playing a regular non-AE mission anymore, drops are scarce and the price of them are outragious. So it even affects the market.

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    Are you talking about purple sets? Because aside from that and a few non-enhancement recipes (costume pieces and temp powers), the opposite is largely true. The MA produces more focused drops of the types more people actually want to buy (or sell for inf). The outlier is salvage, and you can spend a relatively small amount of tickets to practically choke yourself on salvage. Basically salvage prices are up because people are either ignorant, don't care if common salvage costs 50k a pop, or a mix of both.
  21. [ QUOTE ]
    Both of those sets had some changes since Criticals were added (especially Dual Blades, it was massively reworked).

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    1) What were the "some changes" to Spines?
    2) What's this about Dual Blades being massively reworked? That's news to me. It's practically brand new, I'm not seeing when it even had time to be "massively reworked".

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    I would like to take this moment to re-iterate the following...
    You ... have turned my funny back on. For that, I thank you.

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    I'm glad I'm amusing you, but neither of the things you quote is the post I've responded to in this subthread.

    The entire Scrapper archetype has not been revisited in one notable way since it received Criticals. That was when it got a melee damage scale increase from 1.0 to 1.125. Naming changes to individual powers, individual powersets (especially shared ones), or naming changes that were universal to all ATs and putting them forth as examples of the Scrapper archetype being revisited is specious.

    The post in which you did this wasn't dressed in any way to be humorous, so I countered it as factually inaccurate, and you've since defended it further. If your defense of the point is meant in jest, then just say so; it's not clear that just because you found part of this thread humorous that everything you're saying here should be taken with salt.
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    Redside needs more love. That's not exactly a mystery.

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    IMO it's fundamentally flawed. It's supposed "virtues" make your efforts seem small and unimportant. I shall rejoice when GR allows me to redeem my villains and hopefully start the ATs in Paragon.

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    I'm not sure I completely agree with that general sentiment, but I do think that the red side is a little too much "Lawful Evil." And when it isn't Lawful Evil, it usually jumps to Chaotic A**hole.

    I think the better target for City of Villains should have been "Neutral Selfish." Although after The Dark Knight came out, Bat-sh*t Crazy would have been popular as well.

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    Arc branching, or at least some sort of dialog branching, would have been fantastic for CoV. It would have significantly increased the work to create a quality arc, but it could have offered at least two of the common RP options we seem to see players mention they prefer often here on the boards: "I'm a hard-edged but honorable criminal" and "I eat babies three meals day". We seem to get a lot of polar arguments against CoV's representation of the the villainous acts, where some people don't find them villainous at all, and others think they are too much (usually in reference to Phipps, Themari or giving civilians to the Vahzilok).

    The other main complaint though is the "you're a meta-lackey" syndrome so many arcs have. That's been a drum beat loud since CoV came along, and which we've only recently actively seen them give some attention to. (The text changes for the BSF were good.) IMO, they just needed to think about that harder. I don't know why they would think it would be widely considered fun to be thugs constantly doing other people's dirty work in an environment where a lot of NPCs are portrayed as being fairly idiotic and underacheiving. Requirement for metahuman survival and destructive capabilities aside, it doesn't feel all that "super".
  23. [ QUOTE ]
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    Changes to specific powersets do not benefit the whole AT, or even just the Scrapper AT, depending on the powerset.

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    This is true. However, since every Scrapper primary has had changes to animations and/or effects

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    It did not. Spines had no changes. Neither did Dual Blades. (It was the template around which the changes were modeled.)
  24. [ QUOTE ]
    Personally, I actually like this "bug" or "change", whichever it is. Adds a bit more challenge and it IS two-way street. It always ticked me off if I died mid-animation on a final blow, causing me to not kill the target as I died. Now, I can. Granted, I don't die very often, but when I do I try to go fighting and this lets me do so.

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    I hate it. If I defeat a foe before he finishes the swinging a weapon or pulling a trigger, it's usually ridiculous that he hits me regardless of his own falling down or being sent flying. Especially when I'm at range.

    I mean, seriously, you prefer it works like this so you can land a fading blow when we probably defeat hundreds if not thousands of foes between our own defeats? How does that make sense?
  25. [ QUOTE ]
    Perhaps not, but if you relate Gravity to Kinetics, it seems like more of a match up. The graphics even have some striking similarities. (Which I only noticed the first time I played a Grav/Kin)

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    Perhaps map these two together under a "time/space" manipulation "element".