Yogi_Bare

Caption Champ - 11/30/11
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  1. Yogi_Bare

    Forum Rules?

    Nothing useful is coming up on my search; does anyone have a link to the forum rules?
  2. Another option for the PvP recipe drops would be for them to have a chance to drop at the completion of an instanced mission; when in a PvP zone... or a chance at the end of an Arena match.
  3. Quote:
    Originally Posted by Memphis_Bill View Post
    While I get what you're going after, my main point of disagreement with it is one of bringing up yet another set of "unique currency" into the game for each zone this is done with.

    PVP zone bounty is the worst, since it's not persistent. Get killed, get distracted for a sec and go to the base instead of zone hospital - all that bounty goes away. (Actually, come to think of it, RV's "Temporal points" are arguably the worst, since they last an even more limited time and are useful for less.)

    Vanguard merits, by contrast, are better. Yes, you have to become a memeber of vanguard to begin with, but after that, any Rikti you defeat *anywhere* give you a chance for merits. You're very limited in what you can USE them for, though.

    Of course, then we have mission merits and AE tickets. Persistent, you can use them whenever, and you can get them anywhere (or pretty much anywhere, in the case of AE tickets, given the prevalence of the AE buildings.)

    I do also have to say I disagree with the premise that adding more PVP "stuff" will get more people PVPing. You'll get a few people more in to farm, then they'll leave and the PVP zones will be as empty as ever. The carrots just aren't working. The solution is not, frankly, more carrots. PVP just doesn't interest this playerbase all that much. It hasn't since the introduction of the arenas.

    Also, as far as zone/content specific recipe *sets?* Eh. I have no problem with "Do X content, unlock this piece" for the most part, but tying IO sets to (say) Cimerora, or the RWZ, or Boomtown just waters things down too much. If you want to tie them thematically? Sure. I don't care if you come up with another "Positron's Bald Head" or "Lady Jane's Skirt" set by name or theme. But tying it to specific content... eh.

    I'll also say that all of those ideas punish the altaholic. It's great if you just have one fifty you love to grind every time you play. But I, who enjoys playing other sets at varying levels, joining themed teams, and going "where the action is" - well, I have yet to get a full set of Vanguard armor, for instance. On *any* character. Given how this game encourages alts, yet another set of currency and zone-specific items just seems to run counter to that, to me.

    I think I'm looking at this from a slightly different angle than you:


    1. I'm seeing this not as a 'how can we get more people to be PvPers' as much as I am seeing this as 'how do we get people to the PvP zones'. I'm not seeing the PvP zones as a true PvP mechanic; to me... those places are underutilized PvE zones that allow PvP interaction. So my take on the zones is to play on their strengths and defragmenting their current state (which is a raggedy patchwork on more than one level).

    Sure, the bounty system sucks but it would suck less if they unified the mechanic between all the zones and didn't temp out the actual bounty. 'Save your bounty points! Earn valuable prizes!' This, in itself, would prove a better distribution system than 'beat a player, maybe get a drop and if you do, wait ten minutes before you even want to try beating another player and maybe getting another drop.

    It wouldn't be my ideal for recipe drops; I would rather see costume pieces, empowerments, temp powers and base items come out of it. I prefer that recipe drops come from the critters in those zones. And if the recipes are unique to the accumulation of the PvP zones; then maybe people would actually feel their experience would be different and rewarding enough to escape the monotony and safety of the regular PvE zones.

    [And I think that zone PvP gets a bad rap because PvP purists can't shake that CoX zone PvP isn't the Arena and isn't meant to be. They already have built in mini-games that equate to King of the Hill and Capture the Flag.]


    2. I really don't like the term 'monetary system' when talking about Merits, Vanguard Merits or Tickets just because they aren't equivalent to the Inf system. No matter what you do or where you do it in the game, you will always earn Inf that can be used just about anywhere in the game; just like cash. All the other stuff are pretty much 'rewards points'; like you would get from specific vendors (Best Buy, My Points, Malboro, etc) and you get those from doing more specialized/specific things.

    I, personally, really liked the Vanguard Merit system... you had to do Vanguard things to score Vanguard Kudos to get Vanguard stuff and it didn't matter if you were a villain or hero. The issue almost had enough going for it to earn it 'Expansion' status.

    It got me really geesed for the Flashback and Cimerora expansions only to set the bar too high.

    Ouroboros ended up being nothing more than a flashy badge farm and Cimerora was so small and barren, the only thing that stood out was the ITF. Between the two; one temp power and one costume came of it. I don't even think that they had trainers or contact stores (at least not in Cimerora) until Issue 15?

    It would be nice to do Mender things to get Mender Kudos to get Mender stuff (outside of badges) or to do Cimeroran things in hopes of getting a plethora of Cimeroran souvenirs. (Or even treating them both as one big Flashback category).

    Do I want to see them create new Uber/Ultra Rare sets that are near impossible to get and cater to single digit percentages of the playerbase? No. I would like to see just good ol' regular sets that do take a little work to get and are approachable by more than just those in the level 40-50 range.

    Sure, they could just expand their current recipe list or fill in the gaps within the normal scope of the game... but to me, it would be more fun if they did this by revisiting underutilized cross-faction zones.

    It would be more interesting if they actually made those places living and breathing places; instead of just another map.
  4. Quote:
    The set drops like a stone (heh) after that. And unfortunately it is pretty hard to base a playstyle around 20 sec and 12 sec recharge attacks.
    It works well with Ice/ ; helps to balance out 'relative speed'. It also works well with Plant/. Seeds gives you all the time you need to throw rocks as do Creepers.

    Seismic allows for ST Hold stacking when used with the primary Hold. The throw in Power Boost or Domination... or both

    Treat Fissure as you would a PBAoE and you should be fine; or as a small cone... it's good to have that versatility.

    Mud Pots is at least better than Chilling Embrace, lol.


    It's a decent soft control set; it's a decent damage set... overall it's well rounded if you play to it instead of forcing it to play to you.

    IMO, of course.
  5. Quote:
    Originally Posted by Rooks View Post
    am I the only one that thinks tremor is skippable? it's soooo slooooooooooooooooow. And seein as a lot of doms these days are permadom (with 70% rech bonus or more) isn't there something a lot better you could do with your time? or do the forums just love aoe lol. FYI I do still rate fissure
    Tremor is a quick mitigative AoE available fairly quickly; it has a decent radius (better than ice sword circle) and makes good use of the FF proc (especially when combined with Fissure)
  6. Dude, I might have to steal your avatar, lol!
  7. Quote:
    Of course, let's assume that Earth Assault deals dps in the same ballpark of other sets. I believe Earth Assault has 4 powers that cannot be used while in the air. (I've confirmed Stone Spears and Hurl Boulder, but I put off Tremor until later and I'm not high enough to check Fissure.) That's a very hefty disadvantage.
    That's not really a big disad; unlike Entangle, Roots and similar powers. I typically play non-flyers (and I'm not usually a 'kiter'?); so that's not an issue for me.
  8. I really liked the release of 'Invasion', mainly because it had the RWZ; a huge, self-sustaining zone. Multiple contacts, street-sweeping, a myriad of factions and heavies. It even had it's own additional 'monetary' payout and spending system.

    Siren's Call has a similar system; as does the Winter Event's Chalet.


    Can we expand that system into all of the 'unique' zones?


    I would really like to see the bounty system expand to all of the PvP zones with exclusive recipes for temps, costumes, etc being made through the appropriate in-zone contacts.

    I would also like to see Cimerora expanded in such a fashion; it's own 'merits' usable for recipes (and/or immediate use items) only available in Cimerora.


    I also really liked the initial concept of the PvP Recipe drops but, IMO, being that these drops are limited to a minute segment of the playerbase (and further limited by anti-PvP farming restrictions); the end result leaves me feeling a little meh.

    Can't we just make these drops come from a pool that is uniquely attached to PvP Zone critters and adjust the drop rate percentage to whatever it takes to get these things dropping with a little more consistency than Purples? That would pull more people to the zones than the current incarnation of the PvP recipes. Make other high stakes rewards available through the bounty system instead. (Or just tie the whole PvP recipe concept in an expanded Bounty system).

    Then expand the concept of unique zone drops to the RWZ and Cimerora (possibly even Praetorian Earth); have these zones have their own short list of Enhancement Set recipes. Turn Cimerora into something more than 'the island hop to the ITF'.
  9. 1. Has anyone heard if there's any plan in the works to expand the Ultra-Rare recipe list to attributes not currently covered (like Slows, KB, Fear, etc)?

    2. PvP recipes; success or failure?
  10. Thanks for everyone's responses so far; looks like almost everyone loves /Dark, so far...
  11. Yogi_Bare

    So no 2XP...

    [QUOTE=Aggelakis;2254702]4XP is the hero name of the new difficulty changes.
    SRSLY is the villain name.

    So everyone can hack 4XP/SRSLY, just not to the same extent! [/QUOTE|

    hehe, silly me :I
  12. Wanting to get into a Ninja MM and was wondering what everyone's top 3 picks would be for the secondary?

    Muchos gracias!
  13. Yogi_Bare

    Gang War damage?

    Quote:
    Originally Posted by Icelock View Post
    Per attack. My gang is hitting for around 15-20 with +86% enhancement at lvl 40
    I'm assuming this is with the dual Assault buffs from the Enforcers?
  14. Yogi_Bare

    Gang War damage?

    Quote:
    Originally Posted by Bookkeeper_Jay View Post
    Max for Gang War will be around 16-30 damage per unit depending upon if they're well slotted up for damage. If I recall their base ToHit is rather low, and slotting them for damage is not as wise as slotting for recharge.

    They don't deal enough to actually make a difference if that's what you're getting at, although it will be noticeable against a single enemy.
    Thanks...

    Is that per attack or over the duration of that unit? (I've been using it as an aggro tool and their tends to be so much going on with my main pets; I haven't really paid attention to the numbers).
  15. Yogi_Bare

    Gang War damage?

    Does anyone know what the average damage range of Gang War is (minimum possible to max possible)?
  16. Yogi_Bare

    So no 2XP...

    Quote:
    Originally Posted by The_Coming_Storm View Post
    I16 is 4XP, SRSLY.
    8XP if you can hack it.
  17. Yogi_Bare

    So no 2XP...

    ...for the weekend after release?

    Was it supposed to be slated as such or just 'for some undetermined time soon after release'?
  18. Quote:
    Originally Posted by HK008 View Post
    I am finding that unlike other assault's I'm not using my range attacks for damage. I'm using them for soft controls and set ups. They kind of work nicely that way if you put it out of your head that they are supposed to be damage powers. I'm viewing them as additional soft control with damage benefits. hehe

    So far for me the sweet spot is Seeds of Confusion, Tremor, Stone Mallet, and fill in with Spears. I might finish off the last one with HB if there is nothing better to do. Usually there is. I really don't think I'll bother with Mud Pots, but I might change my mind later. Right now I'm setting up for a summon Hybrid to go with my Venus, Water Spout, and Creepers. That's still on the horizon, but the set sure is fun for the BOOM effects!
    KB = potential +recharge slotting; especially in your AoEs. Having Creepers and Seeds up more often is never a bad thing

    *Thought you were going with Fire/ ; glad you're going with Plant. My first /Earth is with Ice/ (wanting to try AA + MP; as well as supplementing all of /Earths K-DBUs with Ice Slick); my second choice is Plant/ (also planning on making it a Thallid build )
  19. Wouldn't count out HB: Chiblain or BoI + HB = decent ST damage w/o KB

    [real good low level damage]

    It can hold a Hold proc if you so desire; +3 more from the corresponding set for a +3% dmg boost
    It can also hold the +recharge proc

    [and it has the -Fly component]
  20. Although Mud Pots has an Immob component; Mids isn't listing it as being able to slot Immob enhancements or sets.

    Can anyone confirm either way?
  21. Quote:
    Originally Posted by Fleeting Whisper View Post
    It was ready yesterday. Note that the previous version of Mids' is pointing at Mids' website (honorableunited.co.uk, IIRC) to check for updates, rather than the Titan-controlled cohplanner.com. In order to get I16 Mids' Hero Planner, you have to uninstall your version of the program, and download the new version from cohplanner.com.

    Future versions will be capable of auto update, since the I16 version also now looks to cohplanner.com for updates.
    I downloaded it, today, straight from the CoH Planner page w/o uninstalling my previous version... so far; no problems.

    When I checked yesterday; it was right after I logged in for the morning... it wasn't at the CoH Planner page.

    I didn't think to check the forums for it because the trend was for Mid's to be released a few weeks after the release.

    Anyhow, being that there are two working on the Mids project (for the time being); hopefully everything will be more fluid and timely... but the point ultimately was to have the community (ie, people like Midnight, St0ney and Steiner) pool together when an issue does creep up (like with what happened between the i13 and i16 updates).

    Kudos to Steiner and Stoney for pooling the talents and resources and actually having this out pretty much on the button.
  22. Quote:
    Originally Posted by Aett_Thorn View Post
    Mid's has been updated for I16 by Steiner, known on the forums as St0ney.

    Paragon Studios needs to do nothing to a third-party program that they don't make.
    Last I checked, yesterday... it wasn't ready (so it is now; awesome) but is still applicable and relevant to any post-I16 releases and it wasn't a suggestion for Paragon Studios; it was a suggestion for those who were already contributing as well as the current editor... thought that was kind of obvious. :|
  23. I notice that there tends to be bits and pieces of unofficial Mid's updates from different individuals.

    There's also the trend of having an official Mid's update be one huge update.

    Two suggestions; consolidating comparable contributions then having these reviewed and put out, in smaller chunks, as official releases.


    Take I16; some people have already figured out how to modify the database to allow for proliferated sets; take these; make sure they jive with the most recent live build and then offer that small inclusion as a small official release: Mids X.1

    Someone else may have figured out how to code in a trigger that allows/disallows the Vet ability of getting Tier 3 Travel Pool powers at level 6; verify, integrate then release as Mids X.2

    etc. (with focus on the easier changes first; saving structural changes for last)
  24. Quote:
    Originally Posted by Frosticus View Post
    So can I make a new faction of say:
    minions from council
    behemoth luts
    and some kind of boss

    That will give full xp right?

    Then if I proceed to say "no bosses" on my difficulty slider I could fight 8 man spawns of easy luts and easy minions with no xp penalty yes? All with the convenience of the maps I choose and never having to move to find a mission?
    Yep... but even with the 'no bosses' settings; you may still run into bosses... I know I am; I'm currently seeing bosses spawn in my 'defeat a boss' mobs (in addition to the boss that I'm supposed to be fighting)
  25. Quote:
    Originally Posted by Frosticus View Post
    So I'm confused. If I select "no bosses" on my difficulty slider do the mobs I face only give 50% of the reward in normal pve or is this just an AE specific thing that pushes the "MA is a viable way to level to 50" statement?

    What if I make a full faction in AE and then select "no bosses" on my difficulty slider - - 50%?
    The 50% only applies to AE Custom Villain Groups created with a missing rank (like 'no bosses'). Players don't get this penalty by adjusting their difficulty slider