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They were a brass ring combination. Difficult to work up, difficult to build out, but once done absolutely incredible.
Then they got Castled -
Quote:No it wouldn't help.This would solve lots of problems.
They can increase storage, but still control hoarding with the use-or-lose degradation.
And it will provide a good infamy sink to the inflated economy. -
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For what possible reason would an RMTer do that ?
They wanted to give away 4 billion inf ?
They didn't realize there was email system included in I17 ?
They wanted to corner the Hecatomb market by paying many times the going rate ?
Just where is the benefit for the RMTer ? -
If you like the game, and plan to be around playing it purchasing Going Rogue is likely to be inevitable for you. If for no other reason than the first few months after it comes out everyone is going to be in Praetoria for one reason or another. So if you don't have it there isn't going to be much going on in the game for you.
That said Going Rogue is going to be something of a decision point for many people. I personally haven't bought it for the simple reason the devs keep saying things that make think "Whoa Turbo slow down there". There has been the painful to watch maneuvering they have done on why they won't merge the markets. There are the unspecified rewards they have for staying pure in alignment. Finally there is the whole matter of just what is the incarnate system ?
I guess my point is, that its good to know what you are buying before you pay for it, rather than not knowing and regretting it later. -
Quote:Maybe so, it still seems to get better anyway. Despite health problems it looks like I have finally tamed my slice.I think you gave up on improving your game long ago. Now back to the market forums and being wrong with you.
But speaking of improving on ones game. Just how do you think this plays with any badgers that might have read it ?. I mean there are many more of them than there are PvPers and your community starts out by alienating them here. -
Quote:You misremember alot of stuff. And you know that set of clubs you like, you don't need them, but they sure are nice to have if you have the money.
Maybe, they say the memory is the first thing to go, I forget what the second thing is. The current generation of clubs are truly marvelous, but buying them would just mean I had given up on improving my game. -
Quote:Oh how happy that would make me. I don't think you would appreciate the upshot though.I've tried to lobby the powers team to move some or all of the Merits of a TF into drops to even out reward-over-time. So that a TF that is sped through in 10 minutes would give 10 Merits. And another team that killed-all over an hour would get about 50 Merits on average in drops plus the 10 Merit reward. Both teams would be earning 60 Merits/hour, but by their own play style. Synapse said he was looking into it, but nothing thus far.
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I thought those were unneeded. I seem to recall a giant thread on that someplace. Oh well I will just leave and go back to coveting that titanium set of golf clubs I really don't need to play the game.
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Quote:1. Don't let Penny be Assembled to the door.
2. Don't let the deaths of escorts end the mission without penalty.
3. Don't let a huge map be bypassed to get to the Honoree... require doors to be unlocked along the way.
That's how you stop the speed runs. Not by making a foe so buffed that many teams can't even complete it.
While you are at it, just put a timer on each mission that won't let people finish until it expires . That way speed runs would be completely impossible. The game would be about as much fun as watching paint dry but it seems to be heading in that direction anyway.
In all seriousness, speed runs aren't the problem they are the fun. Instead of trying to kill the fun in the game, there should be more concentration on providing incentives to run TFs on higher difficulty settings and determining the inherent difficulty of the TF not trying to use merit rewards as some sort of regulator valve for allowing IOs to enter the system. -
Quote:Prices of posted Items at the market should be bumped down weekly (or bi-weekly) by 10% taking an item no lower than 30% of the original posted price. I have played other MMOs and when I came to COH I was very excited that there was no market to inflate. Time has past and that to has changed. I remember how hard it was entering a game that was new to me only to find the market inflation had place much far beyond the grasp of a new commer.
All that would do is discourage people from using the market. Fewer things would be listed and people who were willing to take the risk would want more for their trouble.
There is very little I find worthwhile to list at sell it now prices, and the things I can't get a good price for I have no trouble deleting. -
Quote:Or they have in game friends. I realize that some people are globally disliked and don't benefit from such things, but many do.
I think you said you mostly solo why yes you did "Was it a huge bucket of fun? (EDIT: And I solo 95% of the time.)". So I would guess there is some other than being globally disliked that you don't team more ? Schedule, preference, other. Just goes back to the observation that SUPER teams of tight design haven't been doing very well lately. if you go through the boards their lots of examples of them starting and just kind of petering out.
Anyway back to your original point, if they are so godlike, in teams, go to your friendly search window and see just how many are out there at any given time. Just looking it would seem their difficulties outweigh their benefits most people. Many of those benefits are frankly overkill. Once you hit 45% defense to everything is another 80% double the benefit ?, Is running at 2/3rds a veat's damage cap so great when a kin or two can put a team of brutes at theirs ?
Its once again a case of balancing against the worst conceivable cases, that are seen maybe a few percent of the time. -
Quote:LOL I read that and had to think that the numbers of people who were able to participate in that kind of team on anything close to a regular basis would make pvp look like a giant demographic in the game. Their need to move as a group or several groups is no great plus for them either.Do you have an end-red in every attack and every toggle? I've run both widows and soldiers into the post-SO game. Twice each actually.
Was it a huge bucket of fun? (EDIT: And I solo 95% of the time.) No, not really, but they aren't supposed to be. What you're experience IS the balance point to what happens when you get multiple VEATs together and all those buff toggles start stacking, turning them into a squad of untouchable gods.
Your requested changes will not be happening.
Oh well I suppose they appeal to multibox crowd. -
Seriously I read this thread, and I see people saying that they can't play because of the new market interface and its what is causing them to leave the game ? and people accuse me of hyperbole ?
The old interface had problems, the new interface has different problems. The only real problem I see is that the developers don't seem to address the issues in an incremental way. Rather than trying to fix small issues, they went for sweeping changes that were certain to create new issues.
There is one piece on that is just wrong though. What is with the old search crashing the system and creating giant amounts of lag ? We are talking about a relatively small number of names (<10,000) here. -
Quote:Just a question how long after you necroed your thread on the rising price of respec recipes did you sell your supply ?
Sidenote: I believe at least one forum frequenter alludes that my description of what will occur to Respec Recipes causes what happens to occur: that I am making self-fulfilling prophecy. So, personally, I will believe it is my own divine hand reaching down from the seat beside War Witch to be the cause of Respec Recipe's current drop. In a week, maybe 3 or 4, the price will start to climb. Ceteris Paribus, that's my plan for my divine will. (Paragraph should be read tongue-in-cheek).
Or were you caught holding during the current collapse ? -
Quote:Flamethrower, use a canister on a rail mount. Ignite, use a grenade shell with a Napalm payload.
The only things in the set the Military Assault Rifle model can't conceivably do in real life are Flamethrower and Ignite.
So....7 out of 9 powers explained in one gun model that actually exists in real life, and 2/3rds of Munitions Mastery (of the powers that use a gun)
Realism isn't that difficult with that set.
But really how can you talk about realism with weapons in the game when sniper range is 150 feet ? and the best anyone can hope to do is a 95% hit rate for a man sized target at that distance. -
Quote:You realize you are arguing against your case there ?
Buffing something reduces the skill of building (and playing) a set. Take Invuln before the def set bonus change - it was hard, if not impossible to soft cap it. Now, post change, it can be with a bit of work. Same goes for playing a set, buffing it makes it easier to get better performance, ergo nerfing "skill."
Quote:On the other hand, nerfing increases skill required because it means a player has to build / play better for similar performance as before.
Quote:So, you're arguing that despite the fact they're adding content that is different / more challenging than prior content that they're trying to remove skill? Really?
Quote:Yes, the Khan TF is the easiest of the TFs they've added recently (haven't done the new Posi yet). It is a good dps check, though. Like I said, I four manned it, under master settings, in 53 minutes while full groups have taken that long just on Reichsman.
Quote:Learning to survive is fairly easy. Learning how to deal good dps is much harder. Why? When soloing, you can kill spawns fast enough even when using skills inefficiently. The game also doesn't provide good feedback when you're not doing as much damage as you could. If you don't survive well enough, you die. There is also the unique dpa mechanic where the hardest hitting power isn't always the best for dealing damage
If you find it challenging to compute a good DPS chain well and good. It takes me about 15 minutes and is usually something that requires all of about 5 neurons worth of processing power to run.
Quote:How about Protean? Yet another boss that's more than a simple tank and spank. (Kinda like Ghost Widow's heal, but avoidable via skill rather than raw defense.)
Quote:That's one way to do it, but not required. The Halloween Event took coordination. Just having enough players isn't enough - you needed them to spread out to all the flags at once in order to make them vulnerable. -
Combat power of a force of n units that can direct fire onto a point is proportional to n^2 its an old result. In this games case AoE throws that off as its lethality scales with the number of targets
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Quote:Range actually is amazing. The game mostly follows an aimed fire model, if you are facing 8 enemies and you can can eliminate one before they are in range its nearly a 1/4 reduction in their effectiveness, if you can take out 2 it takes down their effectiveness by 7/16I think it is the devs over valuing range, or under valuing how easy using melee actually is, or a combination.
Something is amiss because you have brutes and scrappers that are second only to blasters in dealing damage in actual play (sometimes more because they don't have to restrain themselves) and they are second only to tanks in surviving.
The devs must think ranged damage is just amazing and being melee is a huge disadvantage because the damage to survivability ratio found in the "damage" classes is out to lunch.
I have to agree that playing squishies is stressing at times because they are so blatantly squishy compared to the armored AT's while often dealing less damage. I still prefer to play squishes because for me they are more fun and because all my melee toons ultimately play the same way. But the difference in relative power is astoundingly in favor of scraps/brutes.
The problem is that the devs have gone overboard in making melee classes viable
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Quote:Maybe it takes an understanding of the rules, builds and play that many players don't have?
On Shield Defense, I'm going to do this:
- Slot Deflection and Battle Agility with three defense SOs
- Slot Weave with three defense SOs
- Slot Combat Jumping with one defense SO
- Slot Active Defense with three recharge SOs for a nice margin of error
- Slot a Steadfast Protection unique
- Take Phalanx Fighting
- Use a single small purple inspiration at a time as required
- Never die
Recovery uniques to be able to run all that ? just off the top of my head that looks like 1.4 end/sec with tough and AAO going.
Edit now that i think about it Active defense with 3 recharge will bring that up to about 1.5 -
Quote:You need to play with people that know how to play a blaster. If they haven't killed most of a spawn before the toggles are done being laid down they are doing it wrong.Blasters dmg is unsurpassed in early levels (pre 30) when other classes do not have access to AoEs but later in the game as these powers become more prelavant. Blasters slightly higher dmg just does not make up for lack buffs/debuffs/control/surviv.
Given the choice of Corr or blaster i would take the former every time in ITF/LGTF speed runs i do regularly. Would be interesting to see what happens to that AT once Corruptors switch over.
As for Stalkers i can see them disappearing all together from the pve picture but will remain very popular for pvp.
As things stand scrappers/brutes are the most useful ats for speed runs and a defender/controller or 2 is all that's needed for debuff -
Quote:Several posts in this thread have already explained why Shield is the best scrapper secondary (PvE) and it isn't because of shield charge. It's because of Against All Odds the damage boost to our entire primary CONTINUOUSLY is too big an advantage for any other secondary to overcome. People also get too hung up on being able to cap the defenses. Yes you can but that is late game and with a huge investment of IO's it is fairly squishy the majority of the game.
I can see why Shield Charge does stir up so much animosity it is effectively a Blaster Nuke on a faster recharge than all the blaster's tier9s (except RoA and FA) which is somewhat silly. Shield charge is a novel power which makes the set feel different. So I would go one of two ways with its readjustment:
1) Increase the recharge dramatically to match blaster nukes (Boring but easy fix).
2) Cut the damage dramatically (1/10th current levels) and REDUCE recharge to 1min.
I like option 2 as it keeps the novelty of the power, the fun animation and provides player controlled mitigation in the secondary.
Maybe this has been 29 pages of extremely clever disinformation to keep the Devs from looking at AAO, but I doubt it. Shield Charge is not the problem inbalancing the armor secondaries but it is unbalanced compared to comparable powers across all the archtypes.
AAO gives about a 1/3 boost to total damage and to get that bonus you have to be surrounded by 10 enemies. I guess you could argue that its to powerful because its a no brainer pick if you want to solo a pylon and for any other situation where you can drag n gray con minions to your target otherwise it just isn't that big a thing.
Edit: And to the cross AT balance concept it just isnt there. You can hardly complain about power sets becoming fotm when entire ATs are in the dustbin. If dual pistols remained insanely popular because of the animations would it need to be nerfed ? (Note the exact opposite is happening its getting buffed and still looks like its popularity is in decline)