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Quote:No it isn't. It is, however, the best Interface by a large margin in most situations, both solo and teamed.Dear playerbase,
Reactive isn't the only option like you treat it as such.
Sincerely,
The Devs.
Solo Reactive interface provides a very large damage boost. Teamed the relative damage boost is smaller but it's still more useful than debuffs since most teams do not need the other reactive debuffs against normal enemies and AVs resist debuffs to much for them to be useful there. -
Quote:I think this is a valid point. A specific Incarnate power is actually decreasing the effectiveness of some of your existing powers which, in general seems like a bad idea.I mean, i guess it kinda sucks... Mesmerize is a key power and now you're forced to trade-off between a little more damage or the control you're already supposed to have. This kind of trade-off doesn't seem to exist with any other power types, so maybe the devs SHOULD look into it? I dunno.
However, I do not think this is something the devs should fix. The problem is they can't please everyone. If they changed it so that reactive (specifically) does not work in sleeps we'll get people complaining that reactive does not work in sleeps.
Given that we'll get people complaining no matter what I'm inclined to say go with the option that requires the least programming time.
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Quote:The badges in question are day job badges. I believe that as a Rogue you can earn credit towards them (up to 503/504 hours*) but the badges themselves will not be directly awarded to a rogue.Do I need to be hero to get the badges, and if I can't get Free Trade Advocate as rogue, do that badge really exist at all?
To get them on a rogue what you must do is: Switch alignment to Hero/Vigilante -> Earn Both Badges -> Switch Alignment back to Rogue. When you initially earn the badges they will be called Shop Keeper and Entrepreneur but when you switch to a Villain/Rogue alignment they will be renamed to Price Gouger/Free Trade Advocate.
*I haven't directly tested this but on a sub-35 character I was able to earn up to 503/504 credit towards Vanguard Recruit so I expect the same process applies. -
Quote:It means someone else posted before you. The term originated in Journalism:Ok, off topic a second, and I know I'll appear like a goober for not knowing this, but what does "scooped" mean? I see it used a lot here but never seen it before.
http://en.wikipedia.org/wiki/Scoop_%28term%29 -
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It's a problem with the overall power system. Basically due to the way things are set up Damage and Resistance Enhancements function the same way. This means that Damage Buffs increase the effectiveness of resistance powers. To counter this ALL resistance powers have to be set either to not accept resistance enhancements (i.e. Deflection Shield) or have to be set not to accept external buffs (as is the case with Cold Domination's Shields). Since the shields are set not to accept external buffs Power Boost does not work on them.
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Quote:Or you could do both at once and accept a slower rate. Run the trials and use the components to get incarnate powers and use the merits to buy other stuff.So I am one of those who support the cosmetic stuff for lvl 50s only... but the cost for this is INSANE! 20 Empyrean Merits? Its hard enough just trying to get a trial going, then hard enough just to unlock the slots, THEN getting enough salvage to craft the damn things. NOW youre telling me I have to choose one or the other or grind for a long time.
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The command "/unbind <key>" will reset a specific key to it's original utility, the command "/unbindall" does this for all keys. The slash command to deselect your target is "/unselect" so the following command will bind a key to deselect your current target: /bind <key> "unselect"
Also a related option you might need the command /bind <key> "nop" will remove all binds from a key (including the default utility). -
Quote:True, but the other thing to keep in mind is the playtime and effort for each one.But my general thinking is 1 a-merit = 2 days = 6 e-merits, once the new trial goes live. Given that more trials are in the works, I suspect they'll devalue e-merits *now* rather worry about the increased rate of e-merit earning increasing the 'acceptable' rate of purchase.
If we assume instead 3 a-merits (100 r-merits & 40 M inf) = 2 days = 6 e-merits, the purchasing power ratio would be 2:1, so I'd still guess 4:1 or worse to allow for additional trials (and daily e-merits) over time.
A-Merits are soloable and running 5 tips goes very quickly if you stealth.
E-Merits require a large team and take longer. -
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Well personally when I exemplar down I'm generally on a team so losing set bonuses doesn't bother me to much, the various team buffs more than make up for it. Now losing the cardiac alpha boost (on those characters that have it) hurts a lot more.
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Quote:I don't disagree with any of that. To be honest it's the Fortitude bit that really bugs me. It just seems counter-intuitive to how resistance is handled both for other sets and NPCs almost as if Crabs are expected to be getting more S/L resistance from somewhere.Well, for one, those passives give you mez protection. Even if the 3% is too low, the mez protection alone makes me love my SoAs.
Second, even if the defensive values are lower than regular Defensive set in Scrapper/Brute, your SoA is buffing the whole team too with great defense-against-all.
Technically, Crab should have less defensive value than Scrapper but with set bonuses, Crab can be turned into a mini tank. Crab is like a mini tank with awesome pet damage and great team buffs and resistance debuffs. -
I go for Core Clarion on a /Dark. getting mezzed really, really sucks due to the loss of Darkest Night. I'd say Core over Radial because I don't see a Rad/Dark getting a huge benefit from either the +range or the +special whereas permanent mez protection will be useful.
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Quote:I realize you're being farcical but I think this does illustrate that the core difference of opinion we have here is one of how balance is defined.Balance? Why would anyone worry about that? The dev team has certainly shown they don't care. This'll be a great QOL for people complaining certain powersets or ATs aren't survivable enough or do enough damage.
In my opinion the true "cost" of a power is not measured in recharge, endurance or activation time but in the power choices and power slots that it uses up.
For an example let's compare Fortitude and the new versions of Deflection Shield and Insulation Shield. For convenience the shields shall be treated as a single power called Inflection Shield. SO slotting is assumed since that is what the game is balanced around.
Ok, what is the "cost" of the powers.
Fortitude uses up 1 power choice and 5 power slots (assuming 3 defense and 3 recharge SOs)
Inflection Shield uses up 2 power choices and 4 power slots (assuming 3 defense SOs in each power)
So from a character creation point of view Fortitude is using one fewer power choice but one more slot. In general this means Fortitude is "cheaper" than Inflection Shield.
Of what buffs do the two powers provide:
Fortitude:
+15% enhanceable defense to all
+31.25% damage
+18.75% To Hit
Inflection Shield:
+15% enhanceable defense to all except psionic
+40% toxic resistance
+86.5% End Drain/Recovery Resistance.
Relatively similar benefits, Fortitude is a little better due to covering the Psi Hole and providing secondary buffs that are more frequently useful as opposed to the more situational secondary buffs in Inflection Shield. Overall though the key bonus from those powers is the same (+15% defense).
So we have two powers with very similar effects but one requires spending 2 power choices instead of 1. So are what balances them? The answer is uptime.
Inflection Shield can be up on all members of your team simultaneously giving it an effective uptime of 700%. Fortitude on the other hand has an effective uptime that is a bit less than 400% on SOs (roughly 365% with SOs and no other recharge buffs).
So Fortitude uses only one power choice and provides a slightly better buff but has half the uptime of Inflection Shield. Now with these changes Inflection Shield does have an advantage in End Cost and Casting Time but the casting time difference isn't that major and since Inflection Shield is mostly used outside of combat anyway I don't feel that a high endurance cost would significantly change the relative balance of the powers. -
Don't forget the "Trapdoor is impossible" threads.
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I'd support it IF pet upgrades only lasted for four minutes. Ok, I don't actually want that but I do think the high end costs are nice to help limit the pet spam capability of MMs.
So: /unsigned. -
Because it's new and fun? BAF and Lambda have gotten kinda dull by now so something new and different is nice to have. There's more to the game than "how long to get a reward".
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Well actually it says: "Rare, Very Rare and PvP". So while it's a given that we will be able to purchase Very Rare (i.e. Purple) and PvPIOs for the new merits it doesn't automatically follow that we will be able to purchase them with both types of merits. If astrals can only be used for Rare recipes and Empyrean for VR and PvP recipes the statement given would still be true.
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I'm betting that E Merits will follow the Alignment merits prices at least for Purples/PvPIOs (I could see them being a little higher for lesser recipes). For Astrals my WAG is that the prices will be something along the lines of 1 Astral = 5 Reward merits (in terms of buying power, I doubt there will be a conversion) and like Reward Merits will not be usable to purchase Purples/PvPIOs.
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Quote:FWIW I think the increased end costs for MM buffs make sense. The way I see it it it's an anti-zerg measure. If a pet dies during a battle you have a strategic choice to make regarding rebuffing immediately or waiting. Now if we had to recast the MM pet buffs every four minutes I'd be PO'd as well but since they last until the pet dies I'm cool with them being expensive.Wow. And they didn't take the chance to give MMs the same treatment for their stupidly over end-priced pet buffs?
Gee. Thanks. Wonderful stuff. Not like it's our damn primary or anything...
For the other buffs we do have to recast every four minutes so the strategic casting is lost and a lower end cost makes sense. -
Heads up, Ziwillinger confirmed that endurance costs will not increase and the buffs will not affect the caster:
http://boards.cityofheroes.com/showp...3&postcount=41