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Posts
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Quote:I disagree. I frequently craft large quantities of IOs either working on Field Crafter or to sell. Being able to carry 20 IOs instead of 10 will be HUGE for me. Now is it worth the $20 (1600 points) it costs? That I'm less sure on but it's still something I want.It took me a second to figure out how useful, or not this would be. I think it's huge for people doing respecs when high prices IOs are involved. For normal gaming, it's not worth it for 1.6K points.
20 enhancements means I can fill my market slots in one trip instead of two. -
It was to me. I wanted a private base that I could use for storage and teleporters (which I'll get around to setting up one day, honest) and I didn't want to wait the length of time it would take me to earn 4 million prestige solo so I burned the inf.
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I've got a level 43 Demon/Thermal MM and a new Earth/Fire Dominator I want to level a bit.
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The ability to control Control Set pets would be nice in part because there are several points in the Trials that require a certain amount of finesse when it comes to pets.
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Quote:No. Their chance of hitting is dependent on two factors their To Hit rating and their Accuracy. Unless the NPC is +6 or higher relative to you their To Hit rating remains at 50% regardless of relative level or rank (some enemies do have to hit buffs, but ignore that for now). Now what enemies of higher level and/or rank do get is increased Accuracy. That means that their chance of hitting you does increase but since they do not get any To Hit bonuses increased defense has no effect.I understand that even level minions have a base 50% chance to hit. Doesn't the base chance to get a +5% per level above and -5% per level below? Don't critters get another +5% per shift up the Lt/Boss/EB/AV scale?
For more information see the wiki:
http://wiki.cohtitan.com/wiki/Attack_Mechanics -
Positron said that they are working on a way to do that but it will likely not be ready for Freedom launch.
As a side note, I did the math once you can make a fully functional heroside base for less than 4 million prestige which requires the conversion of only 2 billion inf. -
Quote:I buy them. I have the inf so if it's useful for a build I am happy to shell out for them.Doc I'd give you my purples seeing how the market currently sucks major for them but then again I don't hardly get too many because I'm a "casual" gamer and I don't even plan for them in my build. Who buys purples anyway?
Quote:Rare salvage I usually sale for 500k since its pointless to drive up the value for those folks "playing the market". Yes I'm the tool who's killing your market because I have it going at bleeding "low prices".
If you really want to screw marketeers list your salvage for about 1.6-1.7 million (maybe a bit lower if it's a less valuable one like Hamidon Goo). That way it's to expensive to make it profitable for them to flip it but since you don't have to worry about making a profit you can undercut his prices and steal a sale. Listing them for 500K is just giving marketeers more profit, for which we thank you. -
Quote:Somewhat, but only on certain items. Prices on the market are a function of two things: the amount of inf available (demand) and the supply of items.It's inflation, isn't it? Farmers make huge amounts of money, and outbid everybody else, and drive the prices up. And then ordinary people feel like they have to start farming too just to buy the stuff they want that farmers have caused to be priced well out of reach otherwise.
The thing is people soloing (which most farmers do) actually generates more items for every inf than people playing on teams. When a team kills an enemy the total amount of inf added to the economy is greater than when a solo player kills the same enemy. However the drops the enemy provides are generally the same in both situations (there are a few exceptions from Avs and Monsters but those are a small quantity). This is actually largely what TopDoc was getting into in his original post. The iTrials result in very large groups killing a relatively small number of high level foes (the +4s in the trials give more inf than +0s but have the same drop chance for loot). Even with the inf scaling accross a league it still means that more inf is being generated per drop than on a standard 8 man team
Now the AE does skew this somewhat. Solo players still generate more drops per inf than teams in AE but the drops in question are ticket drops which skews the output somewhat. This is largely why the prices of rare salvage and pool A recipes have dropped relative to their pre-AE prices but items that aren't available with tickets (or are available but are considered to expensive) have not dropped. -
Yeah, I've noticed that spending time here and in the channel does tend to skew your perception of how much Inf is a lot.
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Quote:I think he means that it's a damage debuff that stacks with the debuff from seekers. Near as I can tell (from my limited unscientific testing) seeker drones are bugged with regards to procs of all types. I did some experimentation with a chance to hold IO and never once saw it proc.??? I tested reactive with my seaker drones and it never procced once are you saying it will proc paralytic???
On the main topic I agree with the numerous posters who say it is not balanced. Reactive is significantly above the others in terms of utility, even with the inability to stack from multiple sources.
For team play against multiple weak targets (aka trash mobs) Reactive is the clear winner. they won't live long enough for the other debuffs to do much and having lots of people with reactive means they all get a full stack of dots faster. Against AVs the problem is that anything except Radial reactive is resisted into almost nothing. Even the Paralytic -damage debuff is heavily resisted by the AVs damage resistances (which for most Avs are pretty decent). As such while it is technically better to have a mix it's only better in the sense that 1.001 is larger than 1.000. It's nice to have the extra debuffs but their impact on the fight is so minimal you might as well have everyone with a reactive.
The obvious solution would be to make the Non-Reactive Interface procs unresistable although that has the potential of making them to good against AVs. I also like the suggestion someone had up-thread of giving each of them a damage proc + a debuff proc but if that were done I think the devs would need to add something in to make them not proc on sleep powers. It's reasonable to say "don't use Reactive if you want to use sleeps" but not to say "don't use Interface if you want to use sleeps". -
I contemplated that. However while Leviathan has one of the few actual water powers in the game it doesn't really have any Air powers. If the Dominator version had Arctic Breath instead of Bile Spray then I probably would go for it.
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I have seen it as well. My assumption was that it failed in bases with lots of objects but my testing methodology is not exactly rigorous.
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Well I have good news and bad news for you. First good news, the devs are (effectively) taking your suggestion. Due to the way the current Veteran Rewards are translated into Paragon Rewards (the new system) everyone effectively advances one Veteran Rewards Step for every year they have been subscribed. You will have enough paragon reward points to purchase all of your current rewards plus 4 more. So even if you stop subscribing when Freedom launches you'll have more Paragon Rewards than you currently have Veteran Rewards and since Paragon Rewards are very similar to Veteran Rewards this equates to more free stuff.
Now the bad news. The City Traveler reward is not featured on the currently released Paragon Rewards System. There is some speculation about what this means but I haven't seen any confirmation from Rednames on this. -
*shrug* fair enough. The issue is your chart implies that people need to select the Tier 9s before the Tier 9 VIPs and I think a lot of the people who are concerned about the system will do it in the opposite order.
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Quote:Check out the dev chat highlights thread, it has a lot of good info (including a few people mapping the current system onto the tiers):As would I. I wasn't able to attend the dev chat, and would like to know exactly how my vet status will affect this tier system. Can we get some specifics? Like, "if you are a 69 month vet, it would place you here, and if you're a 21 month vet, it would place you here" and so and so forth...
Either way, it looks very promising.
"Alien"
http://boards.cityofheroes.com/showt...266298&page=24
A rough analogy I like to use is that each spot on the chart (except of the first one) corresponds to one 3-month veteran reward under the current system. So count how many veteran reward badges you have and that's where you'll start. Additionally for every full year you've been subscribed you get one bonus. Since the bonuses follow pretty much the same order as the current rewards (with a limited ability to reorder them) this is roughly equivalent to increasing your veteran rewards level by one step for every year you've subscribed. -
Quote:I'm torn, from a personal point of view I would like this. There are a lot of Veteran rewards I do not care about in the least and a more free-form system would definitely benefit me. The problem is that implementing it would require the devs to break their word that people will not lose any existing veteran rewards.Allow advancement to the next tier without fully picking all of the previous tier.
Now personally I'd be satisfied if the system did revoke all of my veteran rewards but gave me enough tokens to re-buy them all, or purchase other things if I desire (with the implicit understanding that if I opt not to repurchase my existing rewards then I have no right to complain). However, I can see some people doing exactly that so I think opting for a non-optional system makes sense form the devs point of view.
Overall though I like the system. No matter what the final form is I'm advancing by one veteran reward a month instead of one every three and that's a bonus anyway you look at it. -
This is slightly wrong (I think). My understanding is that you can opt to skip the regular Tier 9 rewards and go straight to the Tier 9 VIP rewards if you desire. Essentially Tier 9 and Tier 9 VIP are considered a single Tier with the restriction that only VIPs can purchase the non-repeatable rewards.
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Quote:Well for what it's worth I'm only a 30 month veteran so while I've been around a while I will be advancing less than half way to Tier 9. However I still consider the new system to be better for me than the old one.While I appreciate what you've done to explain the mathematics of the system, I have to disregard the preaching of anyone who is grandfathered in so completely that they will have everything in the new system handed to them immediately and for free.
In other words: Easy for you to say.
The way I see it the new system is a strong benefit for me over the old. My basic transfer point is essentially exactly where I am under the current system except I'll get a couple of bonus points I can spend where I want (essentially advancing me to the equivalent of a 36 month veteran under the old system). Going forward I'll be advancing through the system three times faster than under the old system with the option to increase my advancement even more if I really want to.
Additionally (and this is the biggy for me) while the system is still open ended (based on Positron's comments) it is now open ended in a way that works for me. Under the current system the devs are adding new rewards at the same rate I earn them meaning I will never have everything. Now I can live with that but what does annoy me is that I can't opt to skip things I don't care about to get to those I do. However according to Posi the new plan is to introduce new items as Tier 9 VIP rewards. That means once I reach Tier 9 (in about 1.75 years unless I spend money) I will be able to choose amongst the (hopefully many) Tier 9 VIP options and cherry pick the ones that I want so I can skip the boring Celestial Armor set and instead choose the Super-Awesome-Power-Armor-Including-A-Bulky-Flat-Chested-Female-Power-Armor-Option costume set that the devs will have hopefully released in the meantime (hint, hint).
In summary from what I can see the new system provides a larger benefit to less veteran players than it does to the current crop of 84 month veterans for the following reasons:
1. Transfer over slightly ahead of where you currently are (basically add 3 months for every year)
2. Time to get current rewards is shortened from 7 years to 2 years and 7 months (with the option to spend money and advance faster)
3. Future rewards will be added at the same "Tier" meaning that once you have the current crop of rewards you can choose what order you progress through the new ones. -
Quote:AFAIK it's the former. Once you've claimed all items in Tier 8 you unlock Tier 9 and Tier 9 VIP with the caveat that only VIPs can spend points in Tier 9 VIP.Okay, so one thing I'm still unclear on. "Tier 9 VIP". Is this in the sense of "accessible after all tier 8 stuff has been claimed, if you're a VIP player" or in the sense of "actually tier 10, but we ran out of one digit numbers"? Or is it something somewhere in between the two?
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That is correct. However unlike the Alignment Tips there is no known limit to how many Morality Tips you can have (except that there are only two per alignment per level range). If you have one and keep fighting enemies the second one will eventually drop.
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You shouldn't need to. My experience is that you can actually have both morality missions available at the same time (obviously when you run one the other vanishes). So if you keep fighting enemies you should get the other one.
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Yeah I always like to take the right (northern) path form the door to Rommy in that mission for exactly that reason. Most of the time when the cutscene triggers you get a nice action shot of the entire team.
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Plant/Earth maybe?
The primaries don't have a lot of differences in terms of Holds but Plant has the advantage of a decent regen buff you can use to help the Tank. In terms of secondaries Earth gives you an extra hold which is nice and also has several melee attacks so you can potentially help out on either the blues or the yellows depending on group composition. -
This is why I prefer to store inf as really low ball bids on expensive IOs