Aett_Thorn

Forum Cartel
  • Posts

    4231
  • Joined

  1. Quote:
    Originally Posted by Captain Fabulous View Post
    While better than nothing I'd prefer something that actually tried to fully normalize the % chance to miss, like force a hit ~15 times after a miss, not just once (provided of course each chance to hit was 95%). This would greatly smooth out the spikes you see if you analyze tohit metrics. That and get rid of all this "whiff, hit, whiff, whiff, whiff, hit, whiff whiff" crap. You see this all the time with the "beginner's luck" buff. You're fresh out of the tutorial, you have a 90% chance to hit (1 in 10 to miss), yet you'll easily whiff 3-4 times in a row, over and over again, with rolls of 93, 97, 95, 92, etc. Sorry, but that's just retarded.
    Or, it's just a product of the random number generator.

    You never hear people complaining when the RNG works in their favor, such as hitting 200 times in a row or something like that. But, as you're human, you're more inclined to remember when it didn't work in your favor a little bit than when it massively does.
  2. Quote:
    Originally Posted by Captain Fabulous View Post
    Improving the streakbreaker would go a long way to making sure these things don't happen, like ensuring you don't miss more than 1 out of 20 times (of course fixing the random number generator wouldn't be a bad idea either). If you're at 95% chance to hit you just shouldn't regularly miss two or three times in rapid succession, and unfortunately we often do. Same can be said of defense. My SR Scrapper regularly pops a purple and is well over 45% defense, yet will often just get hammered repeatedly by minions and LTs that never seem to miss.

    This is stuff that has just never worked right and probably never will.
    The streakbreaker prevents you from missing twice in a row if you have a final ToHit of 95% or higher.
  3. If you can wait for GR to come out, maybe a Willpower/Kinetic Melee might work, just color all of the toggles differently, and all of the melee attacks differently, and it should be one heck of a rainbow.
  4. First off, welcome to the game!

    As mentioned by Terminal, Virtue is one of the more populated servers, and so is Freedom. All tend to have decent populations though, and all are going to be nice to newcomers, for the most part.

    As for what archetype is good for new players, Scrappers (hero-side) and Brutes (villain-side) tend to be good choices. They deal good damage, and have enough survivability to handle some newbie errors. However, if you're into ranged attack and team support, a Defender or Corruptor might be a good choice, since they have both of those aspects.

    You can definitely change how your keyboard moves you around if you go to Menu -> Options -> Controls. You should be able to map everything around in there.


    Again, welcome to the game!
  5. Quote:
    Originally Posted by Dispari View Post
    Ragnarok Online, Guild Wars, Grenado Espada.
    Also, D&D Online, LotRO
  6. Quote:
    Originally Posted by Xenophage View Post
    well sure most back packs in this case I am just talking about the arachnos ones

    back packs in general (as well as back symbols should have been given to us a long time ago since the back symbols where in the CoV beta)

    as far as the epic classes not working out, my solution is make better ones the main flaw of the curret epic classes was that you had no choices on powers they where what they where how about an epic class that has access to all powers for all Ats and can mix and match with the limitation being for example if the empathy aoe heal you can'r have the radiation one (same for e rez strong punches shots etc) I dunno it was a thought...

    not all my ideas are gonna be popular but at least I have Ideas
    Your idea for an "Epic" AT (and please understand that the Dev's view of an Epic AT is one that is tied into the story, not "uber-powerful") was how the game was set up in the Alpha phase of the game. You could take any two powersets and mash them together. This made it so that you could create truly powerful characters, or completely gimped ones (like a Stone Armor/Empathy character, with no offense). It didn't work.

    And yeah, Vet rewards are supposed to be "fluff." The Devs have already pushed those bounds too much as it is, I think. Add me to the /unsigned group for this.

    And yes, not all of your ideas are going to be popular, but when you put them in this forum, expect people to either say that they like it or not, and expect people will give you exact reasons why they don't like it. That is the point of this forum.
  7. Aett_Thorn

    Shield/axe

    First off, welcome to the forums!

    Secondly, this is going to depend a lot on what you want to do. However, in general for a Shield/ Tanker, you'll want the following pools:

    1) Fitness, for Stamina eventually

    2) Travel pool (you've got this covered)

    3) Possibly Fighting, for both Tough and Weave
  8. Okay, I've got a few questions for you:

    1) Are you talking about damage procs, or effect procs?

    2) Are you leaning towards a certain secondary at all? Energy Melee can take stun sets, which opens up some additional Procs over Fire Melee, for instance.

    3) Are you looking to get any set bonuses at all, or do you just want the procs?
  9. Quote:
    Originally Posted by Slazenger View Post
    I wonder if it is a mapping issue though as you seem to be able to go alot faster when you use a shadow shard jump point or when hurtling down ski slopes with sb on you?
    You're not going faster than super speed doing either of those things.
  10. Corruptors and Masterminds have team heals in their secondary.
  11. Quote:
    Originally Posted by Phillygirl View Post
    There is a cap on sloting the same IO type. eg run speed IO's you get no benefit past 3. It's enhancement Diversification you will see it refered to as ED.

    So there is no point in slotting more then 3 unless you are going to put other IO's in something like 3 for speed, 2 for end reedux and 1 zephyr kb.

    Sets or Microfiliments have the dual purpose of speed and end redux so 3 slots would be more than enough.
    Point of clarification: while the bonus of slotting past 3 of the same enhancement is very small, there is still a benefit to doing so. For instance, a 4th Run Speed SO in Super Speed would likely only return something like a 5% boost in the power (if it wasn't already over the run speed cap, that is). And it's generally seen as a waste to do so. However, ED does not provide a hard cap.
  12. Quote:
    Originally Posted by Redlynne View Post

    That right there gives you five 4-slot Numina Sets, which in turn synergizes impressively and gives you (combined):
    +60% Regeneration (not counting the Procs!)
    +9.4% Health
    +30% Healing (which supercharges High Pain Tolerance for even MORE of a HP boost!)
    Correct me if I'm wrong, but the +Healing bonuses shouldn't affect HPT for two reasons:

    1) It's a passive +HP power, not an active Healing power. The +Heal bonuses only work on powers that give you a green number over your head.

    2) HPT provides resistance, and the +Healing bonuses don't work on powers that also offer a resistance element to them. Case in point: Healing Flames.
  13. Quote:
    Originally Posted by MT_Head View Post
    I have a concept toon, a speedster (don't we all? ) and really, I just want him to be fast, but is 6 slotting super speed (or any travel power, for that matter) worth it? If not, how many would you put on a travel power? TIA!
    No, it's not worth it. Not only are you going to hit the running speed cap well before that (I think just one or two slots will do that, depending on if you have swift or not), but you'll hit the ED soft-cap at 3 SOs worth of enhancements. So no, it's not worth it to 6-slot a travel power.
  14. I always love it when people argue with Arcana about how the game works. It's always a fun read after that point.
  15. You mean like the Comic Culture forums? The ones that are actually being scaled back in scope in the new forums rules in order to limit off-topic conversations?
  16. Welcome to the game and to the forums!

    As others have suggested, a Blaster or a Scrapper might do you well. While the Scrapper is the easiest to learn on, I'm going to take a different tack from the others, and suggest a making a Blaster for your first character. For two reasons:

    1) It's the most different from a Tank. Yes, they have melee attacks, but their focus is on ranged damage, as opposed to the Scrapper, whose focus is on melee damage.

    2) You can make a TON of different characters here. Don't worry so much if you make 100 characters that never make it past level 10, then you delete them to make another one.

    Back before I bought the game, I was looking into all of the powersets and stuff based on their description, and thought that I would love Defenders. After making 7 or 8 of those, a couple of Blasters, and some Controllers that never made it far, I finally create my namesake character, an Ice/Ice Tanker, and I stuck with him until level 50. Never thought I would like Tanking until I tried it.

    So feel free to make some of every archetype (AT), and find what you like to play!
  17. Well, you can create a Base for your Super Group, if you have one. A Super Group is kind of like a guild in other games. This base is not personal, but if you only have a few players in the Group, you can make it so that you each have your own little space in it.

    Bases cost prestige (and sometimes a bit of salvage) to decorate and keep running. Prestige is earned when you are in Super Group (SG) mode. When that is turned on, you'll earn less influence, but earn some prestige instead, which your SG can use.
  18. Please don't hesitate to come back and ask any other questions that you may have. As you can tell, we're very willing to help out any player that wants to learn about the game, new or old. And while the response rate on the weekends might be a little slower than during the week (I know that a lot of us post in downtime at work), you should be able to get your questions answered pretty quickly.
  19. Quote:
    Originally Posted by ClawsandEffect View Post
    Another that comes to mind is the Claws/Stone brutes that still exist on test (that combination is disallowed on live)

    Edit: Aett - great minds

    If I could bring my Claws/Stone Brute "Odd Combo" over from Test to Live, I'd be thrilled.
  20. Another thing I thought of:

    The Test Server tends to have new things in it. From costumes, to IOs, to new powersets, to changed powers/powers which accept different slotting than live. How would the Live servers handle a character that had costume parts or other items that were not part of it's code?
  21. Quote:
    Originally Posted by Drayne View Post
    Simple Viable Solution...

    All Inf, Enhancements are stripped when transferred from Test to LIVE. This would solve the exploit. If someone like me spent the time on LIVE leveling these toons only to transfer to test and delete them on Live, they are not having high level characters without the work and grind. Exploits can be addressed and limits CAN be made.
    Except that you still leave in the leveling exploit.

    I understand that you might use this in only noble fashions (returning a deleted character to 'life'). However, that is not likely how it would be used by the majority.

    Characters can be re-made, and it's not really the game or Dev's fault that you deleted a character that you might want to play later. The Test server is there to test things out, and it is currently working quite well in that capacity BECAUSE you can't transfer stuff, including characters, back to the live servers.
  22. First off, welcome to the game and to the forums! First off, I highly recommend checking out ParagonWiki (a web site) that offers a lot of information that you might find useful.

    On to your questions:

    1) There is the Player Guides section, if you want to take a look at that for help, though you'd want to stick with newer guides over older ones (basically, don't look at anything previous to what is labeled as I9, which means that it was written post-issue 9).

    Also, it is very hard to gimp your character in this game. Certainly, some sets are better at some things than others, but any set can go through PvE and do fine. So don't worry too much about that.

    2) A bit, yes. You will want to see how Aggro works in this game compared to others, but you can actually learn that while playing a Tanker. As a new Tanker, I would strongly advise getting the power Taunt at level 10 to help with Aggro control. Tankers also tend to bloom a little later in this game than some of the other Archetypes (ATs), mainly because their defenses aren't up to their full strength until level 22, when they can get single-origin enhancements (SOs)

    3) Definitely. Although, there are no "Needed" ATs in this game, they are still desirable on teams.

    4) Both can be, especially Tankers, since they have the survivability to take on a lot of foes. Controllers will depend a bit on what sets you choose as to how fast you'll be able to go through the PvE game. For instance, a Fire Control/Radiation Emission Controller will be able to solo a lot faster than an Ice Control/Force Field controller.

    5) Yes and Yes, to certain extents. The Invention system is out crafting system, and any character can take part in that. There is a player-driven economy in the auction houses (Wentworths hero-side, the Black Market villain-side.

    6) Depends on what you're looking for. Roleplaying? PvP? Mature servers? There's no wrong choice here, but population can play a part in these things. Freedom and Virtue are the two most populated servers, but there are people on all of them.

    7) Of course!



    Edit -> I win!
  23. Quote:
    Originally Posted by mousedroid View Post
    Where did you get this information? I had the impression that anyone who upgraded their account with the code Gamestop gives you will have access to these enhancements whether they just bought the game for the first time, or they are a 75 month vet.
    Sorry, poor wording choice on my part. Yes, existing players can get it, but they will have to pre-purchase through Gamestop, which is likely far from ideal for most existing players, considering they can get everything ELSE for less money eventually.
  24. Quote:
    Originally Posted by Dasher View Post

    The indisputable fact is that giving benefits to new customers which are not also extended to existing, even long-time customers, fosters resentment in those long-time customers. It sends the very clear signal that their money has been very much appreciated... their desires, not so much.
    I would dispute this. It is a good business decision to entice new customers with shiney things. Only people with a very strong sense of entitlement will have resentment foster in them. Almost every business does this, and it seems to be working well for them. Cable companies often offer new deals that existing customers can't access. Cell phone companies will offer new deals on both the phones and the service, or lower the prices of current phones when new ones come out. If you resent that business decision, that's fine, but it doesn't make it a "Bad Idea".

    Quote:
    "We love our fans" rings hollow when those fans see so much effort cynically focused on appeasing retail outlets and new subscribers with nothing offered to them for their support.
    Existing players have the Vet Rewards program, which will constantly keep them ahead of newer players in terms of 'shiney stuff.' They will also have badges that the new players might not be able to get. They will also have more experience with the game than the new players. But yes, the Devs have given existing players no shiney stuff, and only focus on getting new players *rolls eyes*.

    The Devs run a business. That business is making games. It is also to make money. In order to make the most money they can, they need to both keep existing players and attract new ones. Sometimes, decisions will not make both camps happy, but those decisions need to be made. As such, they try to make a fair amount of choices for both sides of it.

    Considering that only the new enhancements will be for the new players only, and given the fact that existing players will see that they are of limited value to them, while offering the new player some assistance in the lower levels, I fail to see how this decision will foster resentment in the existing players.

    edit - fixed quoting structure
  25. Reasons against: Long Recharge. LOOOONNNGGGG Animation. Moderately useful solo, but only if you have a way to make the enemies not attack you for 9 seconds while you set it up.


    Suggested change: Make it into a 'sticky' bomb. Let the character throw it onto an enemy, who is then panic'd for 9 seconds (thereby keeping whatever reason this power needs a 9-second setup intact). The enemy runs around frantically for 9 seconds, then the bomb explodes, doing massive damage where ever he happens to be.

    Chaotic? Yes. Potentially lethal to the character? Yes. Fun as hell to watch the guy run around before exploding? Very Yes.


    Summary: Time Bomb could be more fun.