all_hell

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  1. all_hell

    I > Team

    Quote:
    Originally Posted by Samuel_Tow View Post
    Know what bugs the hell out of me?

    Ready!
    Ready!
    Ready!
    rdy
    Ready!
    Ready!
    redy
    Ready!
    REady.
    Well any time now, sweethearts!

    I KNOW you guys are ready! We're all ready! I'm ready. You're, ready. We're all ready. So... Shall we go? Today, preferably. Still waiting, huh? Well, OK, as long as you're ready, then I guess I'll volunteer my suicidal Blaster *** to that huge pack of monsters if it'll get you to uproot yourselves and actually move.
    LOL

    That's why I now always ask:
    Is anyone NOT ready?
    Then when I don't hear anything I take off into the spawn
  2. all_hell

    Inf Transfer

    servers arent important anymore when it comes to inf transfers


    how much inf are you talking about?
  3. all_hell

    I > Team

    Quote:
    Originally Posted by MajorPrankster View Post
    I don't want to step on the fun of others, but I won't let the step on mine.

    Playing as a team has a lot more to do with judging the abilities of the team and exploiting them than it does with everyone staying in a huddled mass.
    Teams are diverse critters in this game.
    Even the same set of ATs with the same power sets can have different power choices and different play strategies--that work well.
  4. all_hell

    I > Team

    It's about utilizing your teams strengths. If you have some folks who can run ahead and solo the mish, then devise a strategy to take advantage of that.
    Because, when you can solo the mission, it's not much fun to "play down".

    When I do a pug SF, I usually run a toon who can solo the whole thing. My team my rules, right? Yes, but...
    It isn't fun for people to have to hang back. Some even feel like they're leeching. So the winning proposition is to find something for everyone to do that fits their abilities.
    For example, on the 1st mish of the Silver Mantis, I ask people who don't have the stealth and survivability to surgically hit the mish objectives to start clearing the map on their way to the last room where the tattoo artists are. The folks have some good play experience and they're doing something useful--it's a lot easier to run the artists through an empty warehouse than one that still has battles going on.
    If there's someone else who has the stealth and survivability, we split up the objectives.

    Different teams need to be played in different ways, imho.
    This just requires some creativity and awareness on my part when I am the team leader.
  5. all_hell

    Mentor Project

    Quote:
    Originally Posted by Mandu View Post
    I thought about something the mentor project should take on. TFs that consist of all new to the TF players except for one mentor. Right now jumping into any TF can be hugely intimidating for somebody who hasn't done any TF before or even those who have done a few. You get in the TF and the leader barks orders or else everybody just automatically sprints to the next position knowing what they need to do and how.

    Admittedly not all TFs are like this but many of them are. This undoubtedly puts many newer or more casual players off of jumping into some of the best content the game has to offer. So a good solution would be to have TFs that will only take people new to the TF and a mentor who won't tell them what to do but rather will listen to their decisions and give them information or possible strategies if they hit a sticking point.
    I would love this.
    I have toon who can more or less solo the lower level SFs, and I have done some of them hundreds of times already
  6. And I suspect the toon makes a difference.

    Farming AE is a different play experience than farming a SF.
    Merit farming tends to be about getting to the objective, hit it and quit it.
    AE farming is a kill-all proposition.

    Merit farming works with some sort of sneakiness, the ability to travel well, and burst damage to take out a boss and/or minion group, with only the occasional kill-all.
    AE farming is a straight out grind. No traveling, not sneakiness, and DoT is more valuable to the grind than to the SF farmer.

    That said, there're some SFs with a large volume of mobs that could be farmed, for purpls while doing a SF for merits. But it stops being SF/merit farming if you're not running it as fast as you can.

    Some toons are more suitable to one type of play over another.
    Also, never forget the fun/sec ratio. That's THE most important one.
  7. I am all for making storages easier to view and sort.
  8. They do run out.

    It's like a mini-farm in the SF
  9. What I did, was more or less delete "everything" and start again. I mean not really everything, but ...

    Then I built for compactness. The entrance touches the teleporter room, which touches the med bay, which touches the storage/crafting room, which touches the entrance.

    When you enter through either the entrance or the med bay you can see almost every room you're likely to want.
  10. Also I think some minor buffs for having a team with 2-4 VG mate son it would be nice.
  11. 50mil seems sorta on the low-end to me too
  12. The storage, tp to mercy, and the enpowerment stations are the main things that are not readily replicable outside of a group.


    I would like to see the enhancements stations expanded to make a larger variety of bonus powers all similar in scope to the ones available today.
    eg
    A 1% or 2% increased to typed defense--instead of against 'all'.
    Single status effect increase

    Also I would like to see a beacon for Cimerora
  13. all_hell

    Team Poll

    If a team leader has rules, they should be discussed up front not as we go.

    Other than that, idc
  14. It may well boost a price spike until the pre-accumulated inf runs out.
  15. QR is more powerful than Stamina


    an enhancement in QR is worth more than one in Stamina


    unless you're slotting for set bonuses, three SOs or IOs is more than plenty in each
  16. Quote:
    Originally Posted by SaintNicster View Post
    Modifiers based on level difference are available here.
    That's not exactly what I am looking for.
    I am wanting to examine how the powers change on a Mids' build as the build exemplar's down.
  17. I couldn't find it on the wiki

    I know that a lvl 1 does less dmg than a lvl 50. but what is the formula for figuring damage? And is it the same both for leveling up as well as exemplaring down?
  18. Quote:
    Originally Posted by Test_Rat View Post
    We just don't play heroside out of preference.
    LOL

    Definitely quoted for truth.
    Now that I played a little Blue side I see I'm probably not missing much.
    Have you done one of their "safeguard" missions. pfft
    In my day, on mayhems we team-wiped on zone in, twice getting out of jail, once on the way to the bank and twice again on the hero -- and we liked it.
    For a safeguard mish you just defeat one spawn with an EB in it, pfft. That's it.
    It's not uncommon for a hero team to zone in to Safeguard mish just as the mish end sound plays because the new guy from Free Realms accidentally soloed it before the rest of the team could get there.
  19. Level 28 for the triples and singles is too high because Ouro arc break @ lvl 24. [I remembered that I had made this mistake once already with a level capped toon.]
    So why not give up the reduced portion of the small fractions difference between a lvl 28 enhancement and a lvl 27 enhancement after exemplaring effects have been applied?
    In return you get to have the bonuses for a whole other set of lowbie, merit generating missions from Ouroborous.

    Also, for the 1st Respec trial that caps @ lvl33 I rearranged some powers, putting Grant Invis @ 35 and Strength of Will @ 38, which should help getting folks to the last room of the last mish if my vet tp is down. And having SoW available for the Tree is not a bad thing. Stealth is just in the build to hold a LotG7.5% anyway, so why not throw it at the end?
  20. Quote:
    Originally Posted by QuantumTrance View Post
    About six months ago, i got very frustrated after running BM solo numerous times and not getting a single purple drop or rare. Moreover, other friends doing the same had much better luck than me. As a result, frustrated with the game and my horrendous drop rate, I decided to deactivate my account and the reason i left at the end of the questionarie was "i am a pvper, i need influece to slot my toons, i am a 35+ veteran and have done every single mission, without influce i cannot slot my toon and do pvp. since i cannot slot toons due to lack of influence i don't have fun anymore, so i quit"

    At that time i still had a few more days before my subscription expired, so the next day i decided to run a few more Battle Maiden runs and out of the blue, ON MY FIRST RUN I GET 4 CONSECUTIVE PURPLE DROPS. then, i concluded how much control developers have over people's accounts and most importantly drop rates....
    See that's my problem. I posted that I liked the game.
    THAT must be the reason why I haven't had any purpls drop since the last time I got one.
  21. Quote:
    Originally Posted by ClawsandEffect View Post
    Actually, I looked into it and there's not a whole lot I can do that's appreciably better than what you have.

    I can do an insanely good level 50 build, but I can't improve much on a build meant to exemp in the 20s. Lack of the Fighting pool is leading to somewhat anemic defense, but it can't really be helped without completely redoing your build.

    If you already have the purples, and the character is already level 50, you should be okay with the build you have there. I upped the defense on it, and got a nice chunk more regen, but I did it using sets that start in the 30's (Numina's mostly)

    Sorry, I can't improve on it enough to where I'd call it definitively "better".
    I am just tickled you even looked at it and tried. Thank you for your time.

    I don't have Mids' of my current build, but my main problem with my current build is that when I am exemped, I can't kill things as quickly as I would like. It's survivable enough [I can solo +0 x8 Silver Mantis spawns], but it takes for...ev...er.

    With a buff from the empowerment station, I should be able to hit perma-hasten. That puts me in build-up 40% of the time.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    Not sure why you put so many purples in this build.
    In part because I already own them and in part because I like to use my accolade powers a lot. The global recharges do affect the accolade powers like Force of Nature, Demonic, and Megalomaniac, right?
    With FoN + Mega, + hasten I can stack more stuns.

    Quote:
    Originally Posted by ClawsandEffect View Post
    The accuracy will help some, but is it REALLY worth the 2 billion or so it will cost to get when you sacrifice survivability to do so? Recharge I've already covered.
    The cost is a sunk cost. I have had these purples for a long time already.

    Quote:
    Originally Posted by ClawsandEffect View Post
    I'm not trying to be a dick about this, but your build doesn't look to be thought out very well. I'll see about throwing something toegether for you when I get home from work today.
    I would appreciate that very much.
  23. Dechs Kaison put together a survivability analysis spreadsheet somewhere ( http://boards.cityofheroes.com/showthread.php?t=226653 ) that provides some guidance on balancing def v res v regen v hp

    From zero, it's a lot easier to say what you need most. But once you start having some of everything it's not always easy to see directly which improvement will provide the greatest benefit.

    The spread sheet provides a nice way of comparing disparate things.
  24. Quote:
    Originally Posted by BBQ_Pork View Post
    Quote:
    Originally Posted by Forbin_Project View Post
    /signed every time this comes up.
    Ditto.
    Double Dutch Ditto
  25. Ninja run is great.

    It's not the fastest, but it's not intolerably slow.

    And, most importantly, it's incredible fun. It's the most fun way to travel in cities.