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Posts
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Quote:Applying real world analogs to game balance issues is pretty pointless. In the real world does doing a jumping-spin attack with a sword require more or less effort than slamming it down on someone's head? Because I'm willing to bet the forming is quite a bit harder int he real world but in game they have the same endurance costs.So how about a real world example then? Does it take you more energy to lift 2 heavy things then it does one? Now apply the answer to why end would increase if you buffed more people at once.
Quote:As to it being work, I have 2 answers. You(generic) do not need to buff everyone all the time. If you(generic) think it's work, you're doing it wrong.
Think about it this way. Force Field's small shields and Fortitude provide the same defense bonus. However Fortitude also provides a damage and to hit buff and only requires a single power choice compared to two power choices in Force Field (yes, FF does also provide some resistances but those are situational while Damage/To Hit is always useful). The balancing mechanism for this is that Fortitude is limited to about 4 allies at once (more if you have a very high recharge build) whereas Force Field can be used on the entire team.
Even if you consider the non-defense portions of the powers to be about equal (which I would disagree with) the power choices clearly balance it. FF has 2 power choices and can buff the 7 team members while Fortitude has 1 power choice and can buff 4. -
Quote:That's a neat idea although I'm not sure how practical it would be to actually implementIn the past I've suggested that powers in the "always up" category (defined as FF, Sonic, Thermal, and Cold shields, and Speed Boost) auto-reset their duration if a person they are on touches the caster's big bubble, cold aura, or PBAoE heal. So, if you cast Speed Boost on someone, it would reset its duration each time they got healed by your Transfusion. If they run off, well, that's their perogative, and your choice whether to rebuff.
Quote:In any case, I agree something really ought to be done about FF, Sonic, and Kinetics. The first two are searching for a reason to exist, the latter is just a case of "balance by frustration." -
I agree with all of this. The setup of the trials encourages keeping teams together since a lot of ally buffs only effect team members but the rewards encourage splitting the teams.
In most situations I don't think this will cause any balance issues. For inf, xp and threads it will ensure a fairer distribution. In might cause a slight increase of Vanguard Merits in MS raids but since you get a Merit for any Rikti your team damages anyway I wouldn't have thought the increase would be that much (I could be wrong though). -
Good point, I was trying to think of the correct term but could not figure out what is should be. My first thought was Tele-babble (from telepathy) but that sounds like a disparaging term for daytime talk shows.
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Quote:You know, I've heard this argument when I bought it up before and I still do not buy it. Yes, when the MM buffs were made AoE the endurance cost was increased but I do not believe the two situations are synonymous.Would you accept at least a 20 fold increase in the end cost per buff ?
MM Pet Upgrades last until the pet is killed. Increasing the endurance cost of the upgrades adds a strategic element to them. If a single pet dies and you resummon them you have to decide whether to upgrade them immediately, wait until more pets need upgrading or even hold off until the end of the mission. It also serves to decrease the effectiveness of mid-combat summons slightly nerfing MMs.
The same is not true of the shield buffs. They are on a 4 minute timer so even if someone dies you were planning to re-bubble them in less than 4 minutes anyway. This eliminates the strategic element of buffing replacing it with spend X seconds and Y endurance every 4 minutes.
I don't like saying "other games do this so we should to" but this is one case where I think it is valid. If you look at a certain other MMO the duration and ease of casting of buff powers have been steadily improving. In the current incarnation a single cast buffs everyone in your team for 1 hour and have a relatively small mana cost.
Now I can see strong arguments in this game against increasing the duration of such buffs, they are very powerful and should not persist for long after the buffer has left the team. However I do not feel that making them easier to use would break the game.
The way I see it repeatedly casting single target buffs on fellow players is not good gameplay, it's make-work. As for balance, the buffs are designed to be cast continuously on an entire team, making that easier to do is not going to break the balance. The powers are not (or at least should not be) balanced around being hard to use.
Of the 100% uptime ST buffs powers there are basically 3 categories:
1. Shields on 4 minute durations
2. Mez protection buffs on 60 or 90 second durations
3. Speed Boost
The shields I think should be changed to buff the team with a single cast, no question about it. The sets they are in are pretty much designed around having that buff up 100% of the time so make it easier to do.
Mez protection buffs I think are fine as is. I wouldn't object to them being easier to use but I also don't think it is necessary. Doing an occasional cast either preemptively or in response to mezzing seems reasonable for them.
Speed Boost I think needs nerfing. I would like to see it made easier to use as well but I think it needs nerfing even in it's current form. -
I went with the seers and claimed that they are "projecting" themselves to explain the aura. No, I have no clue how that is supposed to work, it's techno-babble.
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Quote:Or possibly they simply don't care to get involved in large arguments about it. I mean really, what do you expect them to say? I'm pretty sure that the trials as the primary method of advancement is WAI, after all a progression system is going to be based around a particular set of content. Now having more than 2 trials would be nice but development resources are limited, adding more trials would have meant cutting back on non-incarnate content (such as the two new TFs).The thing that is sending me red-flags is that no developer actually *part* of the design process is willing to even try to defend this POS design paradigm. They know its garbage and that they are forcing people into grinding and they (for some unfathomable reason) don't *CARE*.
As for the solo route, I do think they screwed up there but I think the screw-up was in adding it at all (or at least adding it in the current state). The following is pure conjecture on my part but here goes. I think that the original plan for the Incarnate system was to have no solo path at all beyond the T2 Alpha (or possibly, up to T2 for all the slots but no T3s/T4s). When the WST was released the huge uproar about it changed the plans to include the need for a solo option. However developing an actual solo option would require a lot of developer resources which were not available in the time frame for inclusion in I20 (and indeed adding it in the future would require cutting back on other content). The solution was to add a "buy it" path for soloers but do so in a way that made it unattractive to people doing the trials. Hence we end up with the lol-costs for rare and very-rare components/boosts.
I think that was a poor choice on the part of the devs. Adding the current method is (IMHO) rather insulting to solo players. It basically implies that the devs don't care about giving them a solo path but at the same time want them to shut up about it. IMHO not having a solo path at all would have been... nicer. It would essentially say that the incarnate system is not for solo players rather than the current "sure you can solo the incarnate path" followed by maniacal laughter.
Now what if I were in charge of it? I think I would take a middle road. First add in a few repeatable story arcs or missions (of Mender Ramiel style difficulty) which either provide Incarnate XP or even unlock the slots outright (I don't mind the IXP thing but I also don't think it really adds anything to the system). Next change the shard to thread conversion rate a bit (say 10 shards for 20 threads once a day). Finally I'd remove the ability to craft rare/very rare components from shards/threads.
The idea would be to make it so that people who solo primarily or exclusively can get their slots opened much more easily (raiders get thier's unlocked essentially for free, I don't see why soloers should not). They can them get them slotted with T2 boosts in a moderately reasonable time frame (you'd need 320 shards which means it'll take some time but isn't completely unreasonable). Getting the T3 and T4 boosts however would require doing team content (either the WST for the Alpha or the Trials for the other slots).
Would that be unfair to soloers? Somewhat, after all it's capping their advancement below what non-soloers get. On the other hand the advancement they can get becomes a lot easier. -
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They shouldn't. That box only adds people to a league after it has started (and I think only if the league is below minimum strength). It might be a bug in the queue system, I've definitely seen it add extras when I run with a non-full league.
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Quote:Your teammates were incorrect. If you queue with a less than full league it will automatically add anyone in the queue to your league. This generally (but not always) results in a full league.Make it optional. There were several times where we waited to fill 3-4 spots and would have gladly taken any solos waiting. I assumed it did work like that, but was disappointed when teammates confirmed it wouldn't auto-fill holes.
I've done this a few times on leagues where I didn't feel like filling the last few spots so I have no problem with it as an option, I just think forcing players to do it is a bad idea. -
Quote:This I think is a bad idea. It is something that builds an "us versus them" mentality and, potentially, ends up causing friction between the original league members and the people in the "welfare spots".2. Preformed groups fill to max and this prevents pugs from getting added. Make prometheus(move him to pocket D) and the SGBase the contact to start a locked trial. Make LFG leagues cap out at 14 for LAM and 20 for BAF. The last 2-4 spots are reserved for solos in the LFG Q.
A better solution (IMHO) would have been to make it so that leagues cannot queue at all, only individual teams but that is something that needs to have been done from the start. Setting it that way now would cause major complaints from the playerbase. -
Quote:True, but that's where the aggro cap comes in, as you pick up aggro from new groups the old groups will get bored and wonder off. This is also why it's important to try and keep people together. When a mob gets bored trying to catch the tank and decides to head back to spawn you really do not want to be standing next to him.All good advice. One problem I've found is that you end up with a long trail of angry mobs from all the weapon guards you piss off, since teams don't tend to mop those up.
A good rule here (which I wish more melee characters would use) is to pause for a few seconds in font of each crate spawn for the rest of the team to close up a bit. You don't need to go crazy but waiting a couple of extra seconds allows the slower team members to catch up. -
Quote:A couple of general comments. First off yes, not all ATs are equal in each phase of each trial. Yes, the Lambda Weapons Phase favors melee characters but the BAF Prisoner Phase favors ranged characters. Overall I'd say it's pretty balanced between the two.The Lambda trial just can't be fixed. As designed, the speed-run through the labs is just never going to be fun for squishies. It's a badly designed trial but I think we're just going to have to accept it for what it is. Which is a shame, as the final fight in Lambda is very satisfying -- I like that fight better than any of the Siege or Nightstar encounters.
Now on the specific instance of the Lambda Weapons Phase as a squishy. I don't consider it badly designed, it does however require a skill set that players haven't necessarily developed (because this is the first piece of content to require it). Specifically you need to know how to speed run. Speed running on a tough character is easy, you turn on your toggles and go for it. Speed running on a squishy is trickier. You need to manage inspiration usage (purples, oranges and greens are all very useful). You need to watch your teammates and the NPCs to avoid aggro, keeping your distance from enemies by jumping over them decreases the chance of them aggroing you, also as Dechs said try to use the melee characters to draw aggro off you. It's worth investing in a bit of stealth, you don't need full stealth but adding a stealth IO to sprint and running that makes it much easier to skirt large groups. Finally, you need to keep moving, standing still gets you killed. -
There are a couple of missions from Unai set in a dimension where Nemisis Robots took over the world after his death which I guess sort of counts.
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That's because people aren't using it. When forming a league I have, on average, found 1 person with their "looking for trial" flag up.
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Quote:I was joking. I tried to make it so over the top that it was clear that I was joking but I guess Poe's Law still applies.I dunno whether you're serious or joking or both or whatever, but so far I can't say I ran into League Leaders that discriminate based on your Incarnate powers. It seems leaders still just pick the first 15 or 23 people to show up.
Quote:Originally Posted by Poe's Law"It is impossible to tell for certain the difference between genuine stupidity and a parody of stupidity." -
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It's an interesting idea but to be honest it sounds like a feature that would require a lot of coding work by the dev team for very little benefit to players.
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The other possibility is that it's a mix of activity and random. Higher activity decreases your chance of getting the 10 threads or common component table but doesn't guarantee you a rare/very rare.
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Quote:The League frame when displaying the entire league is made to benefit two types of players: the league leader (who can use it to identify ATs, switch people around and tell who is in trouble) and people with single target heals (who can use it to easily spot a dropping life bar).Sure thats generally my fault, but I also and others also find the League screen to be extremely odd.
For people with single target shield type powers the best option is to ditch the large screen and set up a focus tab where you can monitor buff status on those characters that really need it.
Just my $0.02. -
Quote:The other thing to keep in mind is that players who form leagues through turnstile (rather than joining pre-formed leagues) are, on average, more likely to be solo-oriented players. Solo-oriented players are more likely to play characters that are good at soloing.What I am seeing on turnstile raid leagues is a social trap: the peril of making choices in one's own interest without considering the consequences if everyone else makes the same decision. Specifically, people are aware that there are many threatening enemies in the trials, so they bring their most individually survivable characters on the raid.
The pre-formed leagues I've done have generally had a nice mix of support characters even given my "strategy" of inviting people on a first come, first served basis. -
For Virtue I recommend:
Virtue LFG Beta
Virtue TFs
Virtue TFs 2010
(Virtue TFs was the overflow channel for Virtue TFs 2010 but I20 apparently fixed the auto kick for deactivated accounts feature so they was quite a bit of room in Virtue TFs 2010 last night). -
Quote:Just as a general point you can open the outer door and enter the courtyard without clearing the 60 mobs, you just can't enter the inner door. I figure if you run the circuit CCW from the spawn point to the door and then clear the courtyard that should give you the best efficiency.I'm thinking about a minute to clear enough of the circuit to open the base (it currently takes under 2 min to clear the whole thing, using my Judgment nuke as a 90s lap timer
), another minute or 2 to clear some of the courtyard, 5 min inside, 10 min to watch the damn cut scene (is that long? That's what it feels like), and another 2-3 min to off Marauder. I totally can see a < 15 min Lamda run in the near future.
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