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Range not really meant to be a defense.
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Quote:The old one used to do the same things. As always look at the market channel and see that it says things happened. Used to happen to me all the time, stopped after the new interface was put in but its back again. Doubt that its interface related as much as database server relatedI just returned but the new market who ever designed the look and functionality bleh no offence but a monkey coulda done better.
I click bid it doesn't work, I click get inf it doesn't work, It's fugly, and I have to scroll alot more then neccesary. How many times am I suppose to click a button before the action that the button says its gonna do does it.
Can you devs please make a button to makes classic mode appear, thank you. -
Quote:Y'all expect so much.
Castle just learned how defense worked when he looked at Blessing of the Zephyr for the first time. He was only the powers guys for what, 2 years before that. You can't expect him to understand something as complex as pvp and real endgame content. Oh wait, never mind Positron is handling the end game. Now he can completely finish off what he started with the MA system. Maybe the will let Jay work on PVP next. Then it would be fabulous.
Ding but you forgot he found all possible numbers for shield charge were wrong after what a year plus of it being in the game ? -
Quote:Is there any guidance on how many people are needed for this mission ? Is it expected to take the full twenty four ? Possible but really difficult for a single team of 8 ? Does it scale by multiple simultaneous click items ?
The Cathedral of Pain is one of the most challenging trials in City of Heroes. Up to 24 Level 50 characters can work together to take down the Soldiers of Ruularu, Psionic Resonators, and ultimately an aspect of Ruularu himself. You have only one hour to complete your mission. -
Quote:Amnesia, a giant mallet, something. You have to wonder why an AT that can and regularly will wind up with all the aggro on it shouldn't be able to build for moderate levels of survivability. Not saying other ATs can't grab the aggro but they usually have either neutralized it before they grab it (Defenders, Controllers) or the can easily deal with it once they have it (Controllers, Khelds(Hey need a tank ? Be the tank).While I would love to have FFG on a devices Blaster it would be so horribly broken Castle would need to get amnesia to even consider it. Upping the ranged defense on CD to a noticeable level (say 7% unenhanced and unsuppressable) would probably not be unbalanced but also probably is not going to happen. From comments the devs have made I don't think they're happy with people soft capping blasters as is so I don't see them making it easier.
Of the powers were deemed pick worthy, about the only ones you are going to get good use of on a fast moving team are Caltrops, Webnade and gun drone. Trip mine may be used but most of the time they will be left behind unused. -
Quote:Read closer.je saist is talking about enemy abilities, not any changes to player powers, but i suppose that sort of (not by most standards) subtle distinction was lost. Against enemies that ignore defense and/or resistance (Hamidon just as a random example) greater hp can be a significant aid to survival. Or let's pretend that Tankers tend to have greater resistance to debuffs than Scrappers or Brutes. (Unlikely, i know, but let's pretend.) In that case if the enemy in question only has moderate damage output, but has strong debuffs/can bypass defense, then the Tanker fares far better. Silly, but in that hypothetical situation Tankers are better. Once again, we're not talking about changes to player powers, only to enemy abilities.
Edit: and not into -
Quote:I was speaking about what is, not speculating on the next round of oopsies to hit powers. Just to address the gist of your speculation, anything that hurts defense is going to be problematic for both tanks and scrappers. If it pierces a scrappers soft cap, its going to make a shield tank or an invulnerable tank upset as well. You now have a toon that isn't surviveable and can't do damage.and what... pray-tell... happens when the developers stat utilizing NPC critters that have more powerful debuffing effects?
What's going to be more valuable for taking aggro? A scrapper or a tank?
Thing is Another_Fan, you make the assumption that the enemy difficulty patterns in the game are going to remain constant, and that simply achieving "current" soft-cap is going to be good enough to make your avatar survivable against future challenges. Well, I have some food for thought that you probably don't want to chew on.
The developers have already made it clear that the amount of defense buffs in the IO sets was an unintentional oversight, and that defense, as a bonus, probably won't show up on any more sets. It has also been indicated that future enemy groups will be specifically targeted against some of the more prevalent IO builds.
So, if I'm looking for something that can take damage and still dish it out... I'll be looking for a Tank, not some pumped up scrapper. -
Quote:Two things:
2) OP: Tanks are a LOT tougher than Scrappers or [usually] Brutes. Scrappers and Brutes get 75% of the buff values from defensive buffs (look at [unyielding] and for the green name, change from one to the other), which has a nonlinear effect on actual survivability. To [attempt to] explain: Let's say you have a tank with 88% Smash/Lethal resistance and a Scrapper with 66% Smash/Lethal resistance. Same powers, slotted the same way. Hit them both with a Freak Tank hammer doing 1000 points of damage. Scrapper takes 340 points. Tank takes 120. That is NOT "33% tougher." It is roughly three times as tough.
The scrapper can build for survivability and once you can survive at the aggro cap you don't need more. The tank really cant build for damage. It starts with the with the much lower base numbers then hits the reduced cap. -
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Quote:Some of this also stands to change with Going Rogue.
It's been hinted at that some of the inherent powers are receiving the same type of rework that Defenders got with Vigilance / Negligence. What those differences could be, well, requires waiting for a developer comment or an open-beta.
Statements like the above make me happy about procrastinating on purchasing GR. -
What would probably satisfy most people is an auto delete feature where things that they don't care to drag around simply wouldn't get picked up.
Also in salvage/recipe management instead of having just the options of delete salvage, delete salvage stack, having the delete all but one piece of salvage in the stack. -
Quote:It's not the missions. Its the problem with death being completely trivialized in this game. As things stand death is a half a minute penalty or less ? Usually by the time you have recovered your endurance you may be out of debt as well ? As long as death doesn't even inconvenience the player killing enemies faster will be king. This would seem to go back to the AT designs where some are vastly more survivable than others and the developers desire not to have FOTM types. If survival and playing to live had greater emphasis the disparities in survivability of the various ATs and their Raisons d'etre would have to be reexamined. Who knows maybe ranged ATs would actually get decent access to either status protection or ranged defense.Killing enemies faster seems to almost always take precedent over surviving longer. I'd argue that this alone should be reason for more mission variety but I wonder if it would be in vain. Would more varied missions open the door for more variance in playstyle or would it simply draw the ire of players who want things the same as they've always been?
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Quote:Wouldn't count on that, it certainly seems that there is more going on there than the common wisdom suggests.The reason that this was considered an exploit was because bosses give higher rewards relative to their difficulty than minions/lts. Essentially their rewards are partly balanced around the fact that you encounter fewer of them than minions/lts. They give up to about 10times more XP than minions (IIRC) but they aren't really 10 times more powerful.
If you look at the rewards and the hitpoints
Code:Level 50 Minion Lt Boss Experience 2866 5732 17196 HP 430 857 2570
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Quote:Sonic/EnergyNo, I knew what I meant.
Most of the time, you're better off just killing whatever the resistant mob is. I haven't seen too many blasters of any kind that have much difficulty with anything other than an EB or AV, in which case the mez is going to be pretty useless for half the fight anyway. Anything less can usually be killed well before a mez wears off (even if it's resisted) if you focus your attacks on it.
Why mez something longer when you can just eliminate the threat altogether?
Power Boost sleep, then work your way through ? -
Quote:No, it won't.
Power Boost just increases the duration of mezzes. It does nothing to increase the mez's ability to get past a target's resistance.
You can stun something for longer, but if you couldn't stun it in the first place, Power Boost isn't going to help. -
Set Bonuses or No Set Bonuses ?
If you are talking about no set bonuses Devices just wins out right for personal survivability on secondaries bar none. Its enough that you probably don't need a primary with it, except to speed things up.
Lay down trip mines throw down caltrops pull spawn onto minefield move on.
Its slow but very safe.
If you are talking about with bonuses ? Softcapped fire/fire comes to mind, fire/ment, fire/elec all good. With /Ment you get world of confusion which is effective once you put in a coercive set, drain psyche, psychic shockwave a truly devastating combination if you can survive to use them. Fire/Fire and Fire/Elec you are just killing things at an insane rate, damage is your mitigation.
Just a note, As has been stated above -Rech on either the primary or the secondary, is something you take because you are looking to help out the tank or the scrapper. -Speed however is very useful, just not as nice having something step on a big pile of mines. -
It can hold an oblit set for the extra defense. Otherwise somewhere south of world of confusion in utility
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In the long run it does not matter, because no player or group of players have the right to dictate to other players, how they will play their characters, and that is what my argument boils down to. You do have the ability to boot a player if they do not play the way you wish for them to play (If youre the team leader.), and I have the right to remove myself from your group, and note you when you do.
That is an uphill argument on these boards. Especially when the overall reaction when people see something that can be played in way they don't think it should be, is to call for nerfs to make it impossible to play any other way. -
There are some that will load damage procs into the power to turn it into a damage aura. If you put in 5 procs you get an expected 18 points of damage per each tic of the procs. Not really worth giving up the set bonuses in my mind
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Quote:You seem to be mistaken. Unless this was changed since the post date.I should point out that the movement speed buff is not a 15% movement speed increase. Its a 15% movement speed increase-increase. It buffs run speed strength, or to put it another way it acts like enhancements in your run speed powers. So you don't run 15% faster, Sprint gets 15% stronger. Sprint increases your run speed by 50% unslotted, with this buff it will increase your run speed by 57.5%, a 7.5% net increase in running speed. Cut in half, it will buff Sprint by 7.5%, increasing your run speed by 3.75%. If you aren't running Sprint, Superspeed, or some other run speed buffing power, the buff will have no effect at all.
Its the one buff that I think is questionable out of the set. The pack is pretty powerful already, but I think it makes more sense if the run speed buff was a direct buff to run speed, and not a buff to run speed strength. Or if it was a tiny bit stronger. Unless that is intended to be the booby prize of the random draw separate from the monkey.
I finally drew heightened speed,
reading from the real numbers
Code:Running speed 16.45 MPH 14.32 Base 2.15 Heightened speed
Edit all the other attributes fly, jump, jump height are either showing the same or a proportionally correct amount. -
Quote:Because having the option (option meaning "optional," not "required," in this context) to do more advanced things with data is bad? The beauty of having that option means if you never ever wanted to look at that data, you wouldn't have to, and if you wanted it, it would all be right there at your fingertips.
The same way IOs and accolades are optional in PVP. -
Make it payable from the SG itself.
Put in a banking computer, writing desk, giant cashier check etc item that lets you pay the rent.
If you wanted to be nasty you could make it need power and control so the people that wait till after the last minute have to go to AP/GC/PO in avatar. -
Quote:First if anyone is being trolled here I am. My original point was fire/kins get invited to teams for speed boost. This makes it easy for them to level up. As opposed to a power they don't get till level 38.how did it completely destroy his point? why are you trolling him even. what you linked to was a discussion about a person not giving out sb until they were asked and thanked for it that turned into a stupid debate over making SB an AoE and other things of that nature. people do not make any kin/? or ?/kin toons just for SB. if that was the case, you wouldn't see alot of the other kin powers in their picks.
Second your logic is that if speed boost is why kins are desired on teams they wouldnt take other things ? That's so bad as to be beyond comprehension. Its like saying having a home in the Hamptons eliminates the desire for one in Malibu.
Quote:The only thing you have destroyed is anyone's respect for your reading comprehension skills.
He never said that fire/kins never take speed boost, only that speed boost is not the reason people make fire/kins. Fire/kins are as popular as they are because they are a good farming build, and SB is worthless for that. They may take the power for the occasions when they want to group, but it is not the reason for the popularity of that particular combo.
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Seeing as you and Quint can't seem to get it. For a power that isn't being used there is much concern about how to use it and the etiquette in using it. Especially when there are posts in that thread about kicking people from teams for not using it. -
Quote:October 2009 vs NowReally? Cause I've noticed that purples have gone down in price since the large-scale AE farming was squashed and regular mission farming was made easier.
Quote:"There are three basic factors in setting price: supply, demand and ability to pay."
There are two basic factors in setting price: Supply and Demand. "Ability to pay" is Demand.
I must admit that this picture is out-dated. This picture is from when Positron made his "villains don't want to pay hero prices" comment. The concept of the picture remains relevant.
The simple question is...
HOW THE **** ARE HEROES GOING TO DOMINATE THE MARKET?!
Villains are paying more right now. If Heroes can pay more then why aren't they paying more against each other?
*EDIT*
If I need to make a really long post... again... that explains how Economics and Supply and Demand work I will.