Another_Fan

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  1. Another_Fan

    Game population

    Quote:
    Originally Posted by Thug_Two View Post
    I supposed one way to do cross server-teaming would be to create a merged server with everything on it (using the tagging idea to ID what server it's actually from); activating 'cross-server teaming mode' would log your character onto that server, staying in 'normal' mode would leave you on your normal server.

    No idea if that's a sensible way to do it, however.
    So that would be merging the servers and not calling it a server merge because people feel that merging servers looks bad.
  2. Quote:
    Originally Posted by Zombie Man View Post
    Yikes, not this false argument that because you paid for an extra perq, that said perq must never be subject to bugs or any game-mechanics limitation.
    Oops there's another. I am shocked indeed shocked, that people buy things expecting they work
  3. Quote:
    Originally Posted by StratoNexus View Post

    I am all for asking them to change this. I am really sad that my Hot Feet will not be proccing my Diamagnetic as an AoE. Same with my Freezing Rain and Diamagnetic (silly me, most of the characters I have that could abuse Reactive in rains/auras went for Diamagnetic instead, although I did create a Reactive on one of them for testing purposes). Having them proc to the cap in one second was silly and needed fixing. Having them proc on just one target in the entire AoE is just as silly, IMO, and also ought to be fixed.

    In the context of what passes for balance in this game none of it is silly. The only thing that is silly is changing how things work without providing a respec so players can adjust.

    Well balance in this game and the idea that there was adequate communication.
  4. Another_Fan

    Game population

    Quote:
    Originally Posted by JayboH View Post
    It has been many years since I last heard an estimate on subs for this game, and at the time I thought it was somewhere around 120k; I realize they never officially release any numbers but does anyone have a more recent estimate after Going Rogue came out?
    Less

    http://www.ncsoft.net/global/ir/quar...x?BID=&BC=2011
  5. Quote:
    Originally Posted by Zombie Man View Post
    You mean like how before Incarnate Powers I couldn't solo a Pylon and now I can do it under a minute? And that's without any Tier4s?

    Or how a Kill-All LGTF is as fast as the Speed version now?
    I was thinking how people do Master of tfs at the same rate they used to do the speed versions but the principle is the same. I also remember the hew and cry that was raised when the new difficulty settings were put in about people running tfs at -1 and now its practically the default setting
  6. Quote:
    Originally Posted by Zombie Man View Post
    C'mon, people.

    The important thing to remember is that the Incarnate Procs are still ridiculously overpowered in MMs whose pets hit almost as often as a rain.

    At least we still have that!
    LOL the entire incarnate system is ridiculously overpowered, or did you miss the effect of destiny on mastermind pets, or those judgement nukes ? Or the st dps from the pets ?
  7. Quote:
    Originally Posted by StratoNexus View Post
    long rationalization
    The issue is that there was no effort made to communicate with the players. Acquiring incarnate rewards is already a sore point, invalidating the effort people put into that acquisition isn't going to sit well with people that have any common sense
  8. It would be insanely funny if they actually put something like this in announcements so more than <1% of the player base would have seen it

    Perhaps in some thread that was actually about the topic.
  9. Quote:
    Originally Posted by Zombie Man View Post
    But a Ustream chat is a reliable place to get the info that they're WAI and thus will always work as they are now?
    Who said it was ? If you have a failure to communicate the first time you don't fix it with another
  10. Go on to test and check for yourself.

    The game is a computer program and perfectly capable of acting in a completely arbitrary manner that defies outside ratiocination. Any answer based on reasoning without the check is at best incomplete
  11. Quote:
    Originally Posted by StratoNexus View Post
    Only a few days after The Net said it was working as intended he posted that they were looking into the issue. They did exactly what you said they should have. Are you happy now?
    Wow you really stretch. After searching I managed to find his post in the D.O.T and procs thread. A thread that the original post was about how they worked

    Quote:
    Originally Posted by Angelic_EU View Post
    It might be a long-held misunderstanding of mine. But I kept thinking that DoT powers (like those in Fire Melee) have a big chance of triggering a proc.

    Recently I am levelling up a Traps/DPs. I slot a +smashing damage proc into Empty Clips to see the effect. But it does not go off as often I originally thought. I thought as a DoT (with fire ammo too) it would go off almost every time I use it. But it only goes off once in a while.

    So, it is not true that DoT powers trigger Procs more often?

    Thanks for the clarification.
    Not exactly the place anyone is going to look for information that there will be changes made to the way their characters work
  12. Quote:
    Originally Posted by Zombie Man View Post
    Someone for QA said it was WAI. QA is not Powers Team. QA thinks in terms of "is that a bug?" not "is that overpowered?".

    It wasn't a bug. It was an unintended function of rains that hadn't been reined in yet.
    Would it have killed the powers team to say it was being looked at ?
  13. Quote:
    Originally Posted by Vanden View Post
    You seriously need a change of perspective if you think Reactive is garbage just because it doesn't turn rains into nukes.
    You need to learn how to read

    Quote:
    Thats not the problem. The problem is anyone that took an interface on the basis it would be best for them is going to quite likely find they have a load of garbage. Some way to break down crafted interfaces seems in order.
    Edit and just to be 100% clear as it didn't seem to make it through. People pick powers on the basis of whats best for them and how it works with the rest of their build. Turning a power that can be maxed in one click to something that may never achieve max effect is a giant change
  14. Quote:
    Originally Posted by Necrotech_Master View Post
    the power was working as intended, but there was a lot of poeple complaining that reactive specifically was overpowered in stuff like rains and patches (which it kind of was)

    the devs are most likely trying to rebalance it because of the feedback, ect from the players
    Thats not the problem. The problem is anyone that took an interface on the basis it would be best for them is going to quite likely find they have a load of garbage. Some way to break down crafted interfaces seems in order.
  15. Sure reactive had to be nerfed, either that or the rest of interface rebalanced but why state that it was working as intended on the ustream only to 180 on that 1 week later ?
  16. Whatever lets you stay alive to deliver the damage

    That said /mental is the best secondary against targets that have significant amounts of regeneration. Drain psyche can effectively do 3800+ points of damage per cast against avs or similar targets and it takes care of your end issues and helps you stay alive
  17. Quote:
    Originally Posted by UberGuy View Post
    What does that have to do with a MO run?

    Better question, since when is taunt s/l ?
  18. Quote:
    Originally Posted by scott2hot006 View Post
    All i have to say is go big or go home. I log in 50+ toons at least 3 times a week. Takes about a solid hour.
    You need a stop watch
  19. Quote:
    Originally Posted by Adeon Hawkwood View Post
    No, you just have to look at it kinda sideways.

    Let's say that when the Empyrean and Astral merits options are released the merits from a single trial allow you to purchase 3 Gee-Gaws.

    A player with all of the current incarnate boosts will be able to purchase 3 Gee-Gaws per trial. A player without any incarnate abilities can choose to either purchase 3 Gee-Gaws and make incarnate progress or purchase no gee-gaws and make faster incarnate progress. In both cases however the players are limited to 3 Gee-Gaws per trial.
    Here's how I see it and how I think the community has been reacting from my admittedly narrow viewpoint.

    People have been doing the new incarnate trials until they reach their incarnate goal then they stop. Depending on how kind the RNG has been to them they may do more or they may be ready to puke at the thought of another trial.

    Now the astrals are not tradeable so whatever the gee-gaw is it better be really nice if you are going to get people in to doing these things again. Think cathedral of pain here. Now if the devs pull another "Oh yeah you will be able to use your shards, yeah yeah don't worry about it" and start pricing the new things at a point where people say f' that noise you wind up with people who are late to things standing around trying to get people to run the obsoleted stuff from a diminishing pool of interested people.
  20. Quote:
    Originally Posted by Hube02 View Post
    Astral Merits are capped at 99. I've been there twice and stopped receiving them both times. I'm assuming/betting that Empyrean Merits have the same cap, but have not been there (can anyone confirm?)
    I have 136 astrals on a character. You might want to bug this
  21. Quote:
    Originally Posted by BLYKMYK View Post
    If we are going to use Astral Merits in the future why don't they just cap the amount you can gather now so that they don't need to make a whole new currency for the next step?? If they need to expand the cap with the next step they can.

    Becuase if they did that you would know how many you should gather for each character, and it would be the next best thing to trading.
  22. Quote:
    Originally Posted by Blue_Centurion View Post
    The general point of the post of course is why spend all the effort/money/limited enhancer bonuses to get any defense when just getting more damage bonuses and smarter killing strategy seems to work like a charm?

    Your like a charm may very well be other people's exceptionally poor.

    Edit: Just as a data point, above this is a post that refers to one of the most control heavy/debuff heavy combos as pure damage.
  23. Quote:
    Originally Posted by Meowtch View Post
    I distinctly remember the devs saying that they wanted to provide the opportunity for toons that don't typically "shine" to have their day as well...scrappies, tankies, etc etc blast through most if not all other challenges so on the iTrials they tried something a little different...nothing wrong with that in my opinion.

    I'm thinking not everyone is going to insist on getting an Mo badge but they will want to have the incarnate goodies and will therefore be perfectly useful.

    For those power sets that are considered "alienated" for the one part of this Mo attempt, they will just need to make sure that they run with their friends or SGs, I'm sure they'll be welcomed with open arms...specifically on the cache runs!

    I know with my SG we've had Mo runs with plenty of toons that weren't debuffers or Psi and everyone had their place and had a good time, regardless of the outcome of the trial.
    Intent is one thing, success is another.

    I doubt anyone feels that debuffers don't shine already. Giving psi damage another single target they are useful against and 90% of the rest of the tf things they are still poor against really isn't doing them a favor as well.

    The damage resistance is a really big problem. It gets to be a giant problem if you get someone disconnecting. With the changes to the tf its gotten to be a bigger problem for getting the masters badge and the Rare item that comes with it.

    Edit: changed per snow globe's correction thank you
  24. Quote:
    Originally Posted by Wicked_Wendy View Post
    No not neceassarily. I have done ITFs recently with my 50 (+3) incarnates and still had a good challenge. First of all outside the trials use only get that 1 level shift so it's not like everything is green blue or grey now. And then there is always the option to UP the difficulty. I did an ITF with nothing but 54 levels and we had a blast. Of course you can't get every team leader to do that but form your own team and you can do what you like. A 54 level Cimeroran Traitor is just as hard to bring down as a 54 level 9CU. And even with the added powers from judgement, interface, lore and destiny we still had some team mates visit the hospital and a number of us visited the combat nurse between missions to resupply inspirations. The game can be as easy or as challenging as you chose to make it.. just move that little scrolling bar that has DIFF etched in it.
    Truth be told, the new enemies are already kind of weak.

    Edit: realized that was too short to properly convey the intent. Once you start getting teams with majority rare or better incarnate abilities the new enemies really aren't that bad. The biggest problem with them are the side mechanics designed to destroy particular powersets.
  25. Quote:
    Originally Posted by ClawsandEffect View Post
    Not even close.

    I sat around playing video games.

    My friend practiced martial arts for years.

    I don't get to automatically gain his skill when he decides not to practice martial arts anymore. If I want that same level of skill, I will have to spend the same amount of time learning it for myself.

    Incarnate abilities are the same way. If one character doesn't do the content to unlock them, they don't get to have those abilities magically passed to them when a different character is deleted or no longer played.

    It is one of the few things in the game where it makes perfect sense for each character to have to do it individually.
    I have 50 bucks I go to a dojo take a lesson. This is your T.O. enhance.

    I have 50 incarnate dollars. I buy incarnate parts. I take the incarnate parts and build incarnate weaponry.

    It makes no more or less sense than any other argument raised in this thread to say that you can trade your ability to get training but you cant trade things you craft.

    Its a purely arbitrary mechanic.