Adeon Hawkwood

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  1. Adeon Hawkwood

    Newb wish list

    Quote:
    Originally Posted by medic57 View Post
    4) No team member pet window. Major for healers and pullers to keep pets alive and to know when to rest.
    Generally, you don't need to worry about this one to much. Masterminds are the only pet heavy class and they have powers to keep their pets alive. Most other pets are reasonably disposable. If you have an AoE heal toss it out occasionally if there are lots of pets around but don't stress it if they die, they'll be back soon enough.

    As an example I play a Crab Spider (probably the second most pet heavy class in the game) and I can tell you for sure I do not expect my Spiderbots to survive on most teams (especially the little Spiderlings). If they do it's great but the damage they contribute is significantly lower than the damage the team loses if a Defender (or other support character) is worrying about healing them instead of attacking themselves. So I don't worry if they die, I'll simply resummon them when the power recharges.
  2. Quote:
    Originally Posted by Dechs Kaison View Post
    Then let's not assume damage is ED capped for ALL his damage dealing powers.
    This is definitely something to keep in mind. I use Musculature on my Crab Spider and I deliberately designed his build so that he isn't quite ED capped for a number of powers. For example in several powers I used a Purple set without the Damage enhancement which gives about 92% damage (pre-ED). This increases the effective enhancement of the T4 Alpha from about 32% to about 37% (my total damage enhancement is still slightly lower than if I were ED capped, obviously but by more carefully optimizing for my alpha slot I can use my regular slots for other things).

    I was, unfortunately, less able to do that on my MM since the different slotting methodology made it less useful to under-slot damage.
  3. Quote:
    Originally Posted by ObiWan View Post
    So i wonder how if at all that affects the City Traveler vet reward.
    Based on the released Paragon Rewards Table Information the City Traveler Reward seems to have been removed. The spot it would logically occupy in the tree is filled by "Blazing Path Aura".
  4. I'd also go core. The benefits of Radial (slightly better stamina, faster running and slightly better seekers) are relatively minor to the effectiveness of Traps. Conversely MMs have limited ways to buff the damage of their pets so you might as well maximize what you do get.
  5. Quote:
    Originally Posted by Zombie Man View Post
    Hmmmm.... looking at that it's apparently incomplete. The demonlings get a breath attack each (which is listed) but the higher ranked demons get two powers, not one. The Ember Demon gets a Fireball and an AoE Heal. The Gargoyle gets a melee attack and a PBAoE attack. The Demon Prince gets a melee attack and a PBAoE Damage/Sleep power (which is more useful than is sounds).

    To answer the OP. Yes it is an awesome power. It indirectly gives you 6 AoE attacks, some extra control and a bit more melee damage. The only downside is that you need to make sure your Demons and Demon Prince are slotted for endurance reduction (especially the Prince, he really needs 2 enhancements once he gets AE).
  6. Quote:
    Originally Posted by houtex View Post
    Re: Deleting a *50*?! Horrors. I mean... the time and effort to get there, and someone actually deletes them?!
    I deleted one a few weeks ago. I had a level 50 Earth/Storm Controller that I'd gotten to 50 but didn't really enjoy playing at 50. However I did like the character so I ended up deleting him so I could reroll him as an Earth/Fire Dominator.
  7. The latest word I saw on power pool customization was from Tunnel Rat about 3 weeks ago:
    Quote:
    Originally Posted by Tunnel Rat View Post
    I’ve seen a metric ton of requests for pool/epic/ancillary powers customization. (And no, asking for it is not breaking the rules at all.) I’m a long way from promises on that one, but all I can say right now is that your requests have been noted, underlined, and bolded, as have qualms with the default travel power effects.
    So they know we want it it's just a matter of if/when/how to do it.
  8. Quote:
    Originally Posted by EvilRyu View Post
    Mez on anything thats not a controller or dominator just isnt worth getting in my opinion. At best you can stop minions possibly ltns no bosses unless its select builds that can get 2 holds and even then its kind of spotty due to the recharge to duration ratio. Generally I skip all mezzes unless its controller/dominator unless I am using the mez power as an IO mule of some sort.
    It depends a lot on the character and the specific mez you're talking about. I make extensive use of Immobilize powers (including AoE immobilizes) on a number of characters and have several other characters make use of other mez types. My AR/Dev Blaster used to have several stuns and a hold in his build for handling Lts and Bosses (I respecced out of them due to the changes in mission difficulty settings). Another example is my Demons/Thermal MM who gets a lot of usage from Char either holding a Lt or stacking with the Demon Prince to hold a boss.
  9. Quote:
    Originally Posted by Deathbeforedisco View Post
    But do you think anybody would ever play this game SO MUCH that they can get 48 level 50's in about a few months complete with all five tier 4 incarnate powers? LOL
    Well, keep in mind the extra slots aren't really aimed at people who focus on getting incarnated level 50s. Sure, there will be some people who fill all 48 slots with level 50s but I think that the target audience for the extra slots are people who like to make lots of different characters but aren't to concerned with leveling them up.
  10. Quote:
    Originally Posted by Starflier View Post
    I've had a few thoughts on Time Bomb, or what they could do with it without completely screwing with its basic functionality. Turn it into a grenade style power, a simple ranged aoe attack, although that is less fitting with the theme of the set.
    I tend to think that's the best option. Part of the issue with Time Bomb is that it gives Traps (and Devices) two powers that are to similar for what they are (Trip Mine and Time Bomb). Changing Time Bomb to a high damage grenade style power helps differentiate it from Trip Mine a bit more.

    For the thematic issue, I suggest calling it a Satchel Charge or Petard rather than a Grenade, a siege explosive seems to fit better with the rest of the set than an anti-personnel explosive (even if we will be using them as anti-personnel explosives).
  11. Well back when Incarnate content was new I made the following proposal for a Gear Score system (in case it isn't obvious, this is a joke):
    Quote:
    Originally Posted by Adeon Hawkwood View Post
    You're missing the most important bit thought. With the introduction of Incarnate Slots we can finally have a Gear Score system in CoH. No more ad hoc denying people teams based on looking at their info and eyeballing whether they have acceptable IO slotting and having to listen to them whine about the "game being balanced around SOs". With Incarnate slots we can calculate a gear score and prove to them that they are not worthy of joining our team.

    How to calculate your CoX Gear Score (v1.0):
    1. Add the value of the tier you have in each slot. Tier 1: 1 point, Tier 2: 2 points, Tier 3: 3 points, T4: 12 points (getting T4 is about 4 times the effort of getting T3 so it's worth 4 times as much, anything else is immaterial).
    2. Add 3 points for every level shift you have (always include Incarnate Shifts, if you decide to grace a non-incarnate team with your presence it's important that they realize just how much better than them you are).
    3. Multiply by 500 (this isn't strictly necessary but it allows CoX gear scores to be compared more accurately to gear scores in other MMOs, adding gear scores from different MMOs is acceptable for resolving ties)

    Have fun and remember, your gear score is the sole arbiter of your value as a human being.
    On a more serious note determining a single numerical score for Incarnate abilities is tricky if you want it to actually reflect the advantages a slot brings. Using a 5-point system for each slot I would probably do 0/1/2/4/5 for Unlocked/T1/T2/T3/T4. This isn't a perfect system but the jump at T3 better accounts for the level shift, although it could be argued that those should be counted separately.

    Now if the goal is to account for their progress in terms of how close are they to T4s in all slots that's somewhat trickier. The "cost" of a T4 is almost four times the cost of a T3 and a T3 is about twice the cost of a T2 so you end up with something like 0/1/2/4/16.

    However at the end of the day what matters is having a system that works for you.
  12. Adeon Hawkwood

    Currencies

    Quote:
    Originally Posted by Venture View Post
    No, I'm not, because if something isn't worth running in terms of rewards/time that's a) a dumb design decision that's b) easily rectified: increase the payout.
    Ah, but that leads to another problem which is that it that the new content makes it to easy to get older rewards. Someone in this thread previously mentioned Aracanville's explanation as to the problem with awarding threads for non-iTrial content and the same basic principle applies here.

    Let's assume that the goal is to have it take X runs of a "gear-appropriate" trial to achieve some level of advancement in the incarnate system and 5X runs of a "lower tier" trial to get the same advancement (this is roughly the relative scale given by the shards:thread conversion). Now if the new-slot trials used the same thread based rewards in order to achieve this balance they would need to provide 5 times the rewards of the old trials and the new slots would need to have 5 times the costs (i.e. you need 15 common components to make a tier 1 boost).

    The problem then is that the newer trials become WAY to rewarding for the old slots. You could make an ability for each of A/J/I/L/D in the same number of trial runs as it takes to build an ability for just one of the new slots.

    When the BAF/Lambda trials were released they provided an alternate method of acquiring Alpha slot abilities. However the cost in threads was the same as the cost for the new slots. If you could exchange threads for shards at a 1:1 ratio then getting an Alpha Slot ability through the trials would be trivial. Limiting the ability of threads to buy Alpha slot abilities means that level 50 TFs are still a time-competitive method of working on the Alpha slot.

    Introducing new currencies allow the newer content to be the best option for gaining the new rewards without devaluing the older content as a means of getting older rewards. I'd prefer a "rolling currency" rather than introducing completely unique currencies just to make things easier to understand but I can live with unique currencies.
  13. Adeon Hawkwood

    Eu/ NA merge

    I still see it a lot on Virtue. Most of the time someone on the team will say it but it's rare to see everyone say it.
  14. Adeon Hawkwood

    Currencies

    Quote:
    Originally Posted by Venture View Post
    If so, this is an even stupider reason for a new currency. If new trials are worth running people will run them without being forced to. If they're not, forcing people into doing so just to get new abilities isn't going to win the devs any popularity.
    You're confusing "worth running in terms of fun" with "worth running in terms of rewards/time". I am confident that whatever trials will be released with the new slots will be fun to run. However, that doesn't really solve the rewards/time issue. The newer trials will almost certainly have worse rewards/time than BAF/Lambda due to the higher difficulty.

    For example, lets assume that the next round of slots will have 2 more Incarnate Level Shifts in them. In that situation it's not unreasonable to assume that the trials for them will have enemies that are 54(+2) to compensate (i.e. you start the trials facing +3s and eventually improve to where you're fighting +1s). Now if the trials have the same rewards as BAF/Lambda everyone will opt to run those trials because fighting +1s is a lot easier than fighting +3s (and once you get the later shifts fighting -1s is easier than fighting +1s). People will naturally gravitate to the content that offers the best rewards/time, that's why ITF is run a lot more than STF and AE Fire Farms are run more than Developer's Choice Arcs. A progression system (which is what the Incarnate system is) needs to "encourage" players to move up the difficulty or the developers are wasting thier time with new content.

    We're already seeing this somewhat with Keyes. People were clamoring for more trials and yet I would estimate that Keyes is being run maybe a third as much as Lambda/BAF. This is because while it is fun it takes longer and you can run Lambda + BAF in the same time frame. Some people run it for fun (or because they are desperate for E Merits) but most people are just running the old trials.
  15. Ok, addressing your points in a semi-random order:

    First off, even though you are starting in Praetoria you can still easily fund your characters if you wish. Global Email is cross-faction so if you log onto one of your other characters and email yourself a bunch of inf you will be able to claim it on a Praetorian character.

    On the other side of the question, fully equipping yourself with DOs and SOs just using what you get from drops and selling to stores is tricky. Especially since leveling is a lot faster now. However, if you use the AH even a little bit it's pretty easy to get the inf. A lot of low level common salvage types are in moderately high demand and selling a couple of them will generally allow you to make up the difference (luck charms for example are normally going for more than 15K each).

    Another option to save some inf is to use IOs. Level 15 IOs have better performance than DOs. They cost more than level 15 DOs but unlike DOs you don't need to replace them with level 20s and can easily use them until level 22 (where you can switch to SOs or level 25 IOs)
  16. Quote:
    Originally Posted by SinisterDirge View Post
    ...****.
    You Handist person.
  17. The Blaster and Corruptor versions are at least marginally useful when combined with Stealth since they will virtually kill a spawn on their own. However since the Defender version was rescaled to Defender level damage it won't even do that changing it into almost completely useless.
  18. Adeon Hawkwood

    ranged dominator

    Quote:
    Originally Posted by EricHough View Post
    Energy Assault is has a pretty solid ranged attack chain now as well, although you are missing out on some of its best attacks if you avoid melee. But power push + power blast + power burst make for a solid, hard hitting ranged attack chain.
    True, however I would say that the lack of any ranged AoEs hurts Energy as a ranged-only set.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    If you get rid of all the things we can discriminate against now, you'll still be left with gender. And if by some miracle that gets abolished, it will be something like left-handed people or something equally silly.
    You know, I saw a villain with "Sinister" in their name yesterday and this is really unacceptable. As we all know, Sinister is derived from the Latin Sinistra meaning 'left'. As a left handed person I feel that allowing players to make "sinister" characters is really insulting and that Sinister should be added to the in-game profanity filter.
  20. Adeon Hawkwood

    CoH Noob...

    Quote:
    Originally Posted by HiddenLeafNinja View Post
    Are there "guilds" or something like that in the game?
    The equivalent of guilds are called Supergroups. However for teaming Global Channels fulfill the role that guilds tend to fill in other games. If you are looking for people to team with the best option is to find the global channels for your server and join those. Asking in the forum for your server should help you.

    Quote:
    If anyone has any tips or any vets with wisdom to pass on I would very much appreciate it. Thanx for takin the time to read my post.
    If you want info the wiki is an excellent resouce (note, use this link and do NOT use the wikia one):
    http://wiki.cohtitan.com/wiki/Main_Page
  21. Adeon Hawkwood

    Currencies

    Quote:
    Originally Posted by Snow Globe View Post
    The game banks refuse to deal with "Fiddling small change" and refuse to handle conversions.
    That's because the game banks are a figment of a deranged imagination.
  22. Quote:
    Originally Posted by DrOctagon View Post
    Just a general SoA question:

    I'm already level 18 but I haven't done my costume mish with Brick Johnson. Can I still go to him to get the mish or will a higher level contact in Cap give it to me?
    I think you have to flashback to him to unlock the bonus one. However, skipping it will not stop you unlocking costumes through the normal methods (Facemaker and Halloween Salvage) and since an SoA can actually get more costume slots than they can use you may not want to bother.
  23. Adeon Hawkwood

    Currencies

    Quote:
    Originally Posted by Aura_Familia View Post
    My point was that JUST a new currency won't do what the whole point of what introducing threads was in the first place if you ONLY intro a new currency. Threads are SIGNIFICANTLY faster to get then shards, so comparing the tf-based alpha to threads isn't a realistic comparison.
    Ah, I see what you're getting at now, sorry for the confusion. Still, I think that can be solved by simply choosing a suitable upgrade rate. The Shards -> Threads upgrade was done at 1:1 but threads have about 1/5th the "value" of shards to the effective upgrade rate was 5:1. It should be possible to set a similar (or worse) upgrade rate for Threads -> Incarnate Whatevers to allow an upgrade path that doesn't completely invalidate the currency switch. As you note it is easier to get threads than shards so it might be necessary to go higher than 5:1.

    I'd still prefer at to depreciate Threads entirely upon release of a new currency and make a combined Shard/Thread currency just to help newer players/characters gear up.

    I'll also add as a general note going from Shard -> Threads they made the exchange 1:1 and devalued the new currency, for the next step I'd prefer to keep the same currency value (20 Whatevers for a common etc.) and set the conversion at 5:1 (or higher) since if we keep this up the numbers start getting silly (you'd need to earn Incarnate Whatevers at 5x the rate of Threads which are already earned at 5x the rate of shards).
  24. Adeon Hawkwood

    Currencies

    Quote:
    Originally Posted by Aura_Familia View Post
    The newest trial, Keyes gives BOTH types of currency to get up to Lore. If the devs DID want to limit folks the fastest way to do that is to put on a timer. By not adding a timer it allows folks to get THREE emps a day and an INCREASED number of Astrals. All of those things can be converted to threads.
    I cut your post to avoid inflating the thread but I did read it and I have to say I really do not understand your point.

    I do not consider Keyes to be a new tier of trial, it is an addition to the existing tiers. It was always possible to get up to Lore and Destiny running just BAF/Lambda so all Keyes does is provide a bit more variety and potentially slightly faster advancement if you run all three together. The fact that it gives both types of iXP doesn't really matter, iXP is a minor part of getting the abilities slotted and apart from that all three trials offer the same rewards.

    Yes, new Lore abilities were released at the same time as Keyes but those were an expansion of an existing slot rather than a new slot. The original Lore abilities are still perfectly valid and the new ones are about variety not power (other than the fact that they aren't perfectly balanced).

    Quote:
    1. Timer limit/Lockout which allows you to only do 3 of the 5 trials (ie you can only do Keyes, BAF and Lambda in a day, and can't do Hamidon and the 5th).

    AND

    New currency and NO CONVERSION to threads mechanism at launch.

    If you don't do all these things at the SAME TIME by the time the new slots roll around folks will have:
    a. stockpiled enough threads/shards to convert to a HUGE chunk of the new currency instantly.
    b. they will simply run all 5 trials to get an insane amount AND THEN convert that to a HUGE chunk of the new currency instantly.
    I think history disagrees with you there. When the J/I/L/D slots were released from what I could see the majority of people flocked to the trials to get the new abilities. They did not, instead, opt to spend their time running level 50 TFs ad nauseum and convert shards to threads despite that being available as an upgrade path.

    I think implementing a similarly punitive upgrade path on the new slots would be sufficient friction to encourage running the next round of trials (the current one is about 5:1). Yes, some people will have sufficient stockpiled stuff to get a head start on the new slots but once that is gone the new trials will likely be much more lucrative since you would need to run 5 BAFs/Lambdas to get the rewards from one tier 2 trial. Now this does not necessarily solve the issue of people running the easier/shorter trials within the existing set and I think it would be nice to see the rewards for Keyes upped a little bit to encourage running it more.
  25. Adeon Hawkwood

    Currencies

    Quote:
    Originally Posted by NuclearTwinkie View Post
    I would also create one unit for incarnate items. The newer trials for unreleased incarnate powers would give much more of this resources than the current ones.
    In many ways I would have liked this. I would have implemented two reward types, call them Incarnate XP (iXP) and Extreme Incarnate XP (XiXP) because I suck at naming things. The idea would be that you have two resources you spend both for opening up new slots and building abilities. The reason for having two resources is to setup a rolling depreciation. The second resource (XiXP) would be awarded for completion of the highest tier activities and could be used on any Incarnate slot. The first resource would be awarded from any level 50 activity (so TFs and maybe general level 50 missions) but could only be used on older slots.

    As new content/slots were released the resource needed to buy older slots and the resource awarded for older content is downgraded to match.

    For example, using the current content level 50 TFs would award iXP which could be used to create Alpha abilities. The trials would award XiXP which could be sued for anything. In the future when the next tier of slots is released the current crop of trials are downgraded to only award iXP but iXP could then be used to make any of the first five slots. Additionally all XiXP stored on characters would be downgraded to iXP (note that this does not actually devalue the currency, it can still buy exactly what it could before, it is simply a solution to hoarding).

    The other advantage of this is that it makes it much easier to balance rewards amongst differnet content types. Keyes is unpopular at the moment because it's longer than BAF/Lambda, one option would be to have it drop more XiXP than the other two to make it worth running in terms of rewards/time. Similarly things like the WST could provide a slower but easier path to get XiXP for people who don't like trials.

    Now the path the devs actually took is what you might call a "flavor" path. It is more complicated than a simple "currency" style path but in turn provides a collection and sorting aspect which presumably appeals to some people. The other downside is that it makes it a LOT harder to depreciate and consolidating existing currencies when moving up the curve. It's possible but more complicated.

    As others have noted when new trials are released if they want to have the new slots only accessible through the new currency we'll have three Incarnate currencies instead of two. Now it is still technically possible for them to, at that time, condense Threads and Shards into a single currency but doing so in a seamless manner is going to be hard. If I were doing it I'd standardize on shards and automatically convert all existing components. Threads would become shards at a 5:1 ratio and all components would be downgraded using a standard rule for both salvage and recipes. So if, for example, all Supercharged Capacitors become Dimensional Keystones all recipes needing a Supercharged Capacitor now need a Dimensional Keystone. At this point there is only one set of components for the first five slots and since recipes and salvage use the same conversion rules everybody maintains their current progress on all existing slots (well, ok, they potentially lose a partial shard due to the 5:1 conversion). The TFs would keep their current rewards and the current crop of trials would be changed to have a Shard-based component drop. There would also need to be some housekeeping stuff such as new conversions for Astrals/Empryeans and downgrade/sidegrade recipes for Shard based components.

    This would also solve the "gearing up" issue. If no one is running the older trials then level 50 TFs are a viable method of getting level shifts and such for the newer trials.