Aett_Thorn

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  1. You may want Hibernate as you're leveling up, just to have as a panic button available. However, as you get your character closer to the soft-cap, you can probably drop it and not notice.
  2. Quote:
    Originally Posted by Panzerwaffen View Post
    BAH! *shakes fist*
    It's okay, we both schooled Claws.
  3. Quote:
    Originally Posted by AUTAUMNFYRE View Post
    I'm starting to lean toward fitting in weave and slotting CJ, prolly with Gift of the Ancients. That would more than softcap S/L/E/NE. But what to drop? I guess it comes down to Smite or Touch of Fear? Which would you guys drop?

    This might sound ludicrous to some, even to me, but if you like Smite, and you'd like to keep touch of fear, then might I suggest dropping:

    Hibernate?


    Considering that you've got both Hoarfrost and Siphon Life, you might not need the extra panic button.
  4. The Random Number Generator is random.

    First off, you can get purples off of anything that can drop level 50 recipes. So, I believe that a level 48 enemy can drop them, but they will always be level 50 recipes. So, if you want to take out more enemies faster, drop your level of difficulty to -1, then tack on more mobs by making yourself equal to more players.

    Secondly, let's say you're solo, and it is one out of every 12,000 kills. That means, that if you kill 12,000 enemies, chances are that you should have gotten a drop (though this is by no means guaranteed).

    Now, if you're on a team of 8, and you kill 12,000 enemies, then your chances of getting a purple drop are 1/8th of what they were solo. This is because the game determines if a drop was, well, dropped. Then it gives an equal chance for everyone on the team to get that drop. So, if a drop gets rolled, and you're on a full team, you only have a 1/8 chance to get it.


    As such, your best chances to get a purple are when you're solo. However, you might not kill as quickly that way.
  5. Quote:
    Originally Posted by ShoeTattoo View Post

    Raising the floor in lower levels, while keeping the overall ceiling in place, however that is achieved, seems like a good thing to do. Raising base recovery rates and lowering the recovery bonus from stamina would be one way of achieving that goal.
    Except that this would have a number of side effects, as mentioned above, such as having every OTHER power that increases Endurance recovery increased by a similar amount. So, basically, you'd need to cut every other +recovery power down as well, such as Speed Boost, AM, Quick Recovery, etc. Otherwise, you'd have a lot of builds out there where this would be a huge buff for them, at no cost.

    Quote:
    On a different note, as one more argument against the ubiquity of stamina as a strong indication of a problem, the choice to take stamina and two prerequisites will always be weighed against the marginal value of the least helpful other three power picks a player might take instead. As long as players can put together a strong package of other powers, most players will generally want stamina; being without endurance leaves you virtually unable to defend yourself and it generally isn't fun (you can run away sometimes, but that doesn't register very high for most of us on the fun scale). Even at marginal values stamina would probably remain a popular pick because it allows players to more easily handle multiple ambushes, other over-aggro, long battles, endurance sapping, and other scenarios that occur from time to time.
    This is very true, and is why you can see builds out there that have Quick Recovery, Stamina, and Physical Perfection. Do they need that level of Endurance recovery? Not likely. But they still do it.

    At some point in a build, there is very little need to add another attack, or another, superfluous defense. You've got a full attack chain, or enough Defenses that you're not dieing. So, what do you do? You take other, 'gimmick' powers. Stamina is a great choice for these picks, since they help you do everything else better. It will likely always be so, no matter what you do to it.

    Quote:
    If stamina has less of an impact on recovery rates, which I would be fine with seeing happen, it would quite likely be taken later in many builds. But, it would probably still be taken for most characters, even if the benefits are fairly marginal.
    And this is the point that many of us are trying to make. Basically, even if it was 'fixed,' the same indicative 'problem' would still be there. Stamina would still be in 95% of builds on the boards. Why? Because here on the boards, we often try to push builds, even just a bit, to do better at what they're doing.

    So if the indicator of a problem remains, does that mean that the problem remains? If and that is true, then is there a way to fix it?
  6. Add to that the fact that you can space out the powers, too. I usually get Swift or Hurdle at level 6 or 8, Health at level 14 or 16, and then Stamina at level 20. That way, the 'fun' powers are interspersed there, and there's no 6-level span of having to take passive powers.
  7. A few things, if you don't mind:

    1) While Mid's will allow you to pick up a travel power before level 14, that option is really only available to 60+ month Vets, so if you don't have that level of Vet Reward yet, you won't be able to get SJ at level 10.

    2) Unless you're going for the set bonus, you don't need the Zephyr KB resistance IO. You'll get all you need an more from Wet Ice. Maybe swap the KB resistances ones out for the Travel/EndRed one? Just to get a little bit more effectiveness from them?

    3) Try to get Chilling Embrace much, much earlier. It is the first of your two Taunt auras, and is a good slow and -DMG debuff for all foes around you.

    4) Icicles: If you can spare an extra slot here for another EndRed enhancement, it'll go far for you. This is by far the most endurance intensive toggle that you have, and you've got it slotted with a set that is very low on EndRed.

    5) If this is a late-game build, I would drop Smite, move a bunch of things up, and then try to get Weave in at 49. That should give you a nice little bit of Defense to everything on top of what you've got.

    6) While leveling up, you're going to either want CE or Taunt, maybe both, moved up a fair amount. Otherwise, you're going to have to rely on Gauntlet from your attacks to get and hold aggro, and without a true AoE in the lower levels, you'll find yourself struggling there.


    You slotting looks good, though, for the most part.
  8. Quote:
    Originally Posted by Stormfront_NA View Post
    But the question I been making is, when a dev makes a change in the game are they responsible to some extent to the customer for their actions? Please note, I am not judging their activity as good, bad or indifferent.
    To quote this directly, the answer to this is both yes and no. The EULA specifically states that the game can change at any point. As such, the players are responsible for their own actions up to a point, and when a change occurs to make do with that change and plan around it.

    But if you do not like a change, you can leave. So, ultimately, there is a responsibility by the Devs to the players, since they do want to keep people playing and paying.

    That being said, the Devs tend to take a cautious approach when making these changes. Overpowered sets and items tend to take a while to get fixed, since the Devs know that there will be complaints, and they want to make sure that they do it 'right.' Do they always succeed in getting it right? No. But I think they've been pretty good about trying to get there. And they are one of the more communicative Dev teams out there. In terms of the BotZ change, yes, it was brought to the forums' attention by somebody breaking the NDA for the closed beta, but Castle did make a post explaining exactly why they felt the change was necessary, which is more than he needed to do.
  9. The freespecs we get with issue releases stem from the fact that most issues change some powersets. There have only been a few that have not. As such, the I17 freespec was given out almost specifically for the BotZ change, since that was one of the only changes.

    It is a fair and even exchange, since it allows you to pull out any of those sets that you can, up to 3 full sets (I know of very few people that had more than that on their character). Plus, considering (and you've been told this before) that the Devs have very little way of knowing exactly how much somebody paid to get their character the way that it is, unless they are only using SOs, there's no way to fairly compensate everyone that used those sets. So a freespec is probably the best way to handle that. Freespecs were used to handle much larger changes than the BotZ change, and were therefore appropriate for that change.


    There needs to be an influence sink in this game. Which is why I supported the suggestion for an invention that allowed you to remove an enhancement, but at an increasingly high cost depending on how many you used in a short amount of time. The influence for people like you would be higher than the casual player, who might only need to use one or two of them.
  10. Quote:
    Originally Posted by Ultimo_ View Post
    Yes, you can make endurance issues inconsequential, but you sacrifice your ability to hit and damage your foes in the process, which only exacerbates the endurance problems again. As I say, I don't want to fight my powers and struggle to use them, I want to fight the enemy and struggle against THEIR powers.
    No, you don't. You can sacrifice nothing, and still be endurance efficient. Especially with IOs. Unless you're trying to fight +3s, you can deal with just one Acc in your attacks, and hit fine. Then, throw in 3 Damage enhancements. That leaves you with two slots in a 6-slotted power. You can use both of those for EndRed if you want. You'll be capped or near-capped to ToHit, ED capped for damage, and still have good EndRed. How does that sacrifice anything?


    With IOs, it becomes even easier, since you tend to get good Acc, EndRed, and RecEd while slotting for damage.

    So again, what build are you using where this becomes a problem?
  11. Quote:
    Originally Posted by Ultimo_ View Post
    You're right, I didn't address it directly. The point is not that it can be done, but whether it's fun.
    Seriously, that's what you took from that? His point was that, if Endurance is a problem for you, that you can build in a way where it becomes inconsequential. If you are unwilling to do that, then claim that it's not fun for you BECAUSE of the endurance problems, then it is not the game's fault.

    Seriously, what are you running that has such great endurance problems that it's so unfun for you?
  12. Quote:
    Uberguy, that I've made SOME concept builds doesn't mean that's ALL I've made. I have many characters who are pretty vanilla, as far as builds go. The problem I have isn't that you can't compensate for the endurance issue, it's that doing so undercuts the entertainment value of the game too much. I mean, what's more fun, blasting the bad guys or NOT blasting the bad guys because you don't have enough endurance?
    That's not the problem, though. What a lot of people are saying here is that you can build in a way that let's you blast the bad guy, and STILL not have endurance problems. You CAN compensate for the endurance issue, especially with IO sets now, because they generally end up giving you more endurance reduction than you would normally put in with SOs. However, even if you are using SOs, and you have a problem with running out of Endurance, there are ways to build around that, such as slotting 2 EndRed in every attack power, and such. Why slotting like that would ruin your game, I don't really know.

    Quote:
    I agree, the question of whether something should be done is really part of why I started this thread. It seems to me if people are dissatisfied with an aspect of the game, that it's diminishing their enjoyment of the game, then something should be done. As I say, I'm trying to see if that's the case. Obviously I think so. I'm just looking to see how many agree and how many disagree.
    Okay, let's take a look at this. If the Devs tomorrow removed Endurance and endurance costs from the game, do you think that people would have more or less fun? Immediately, they might have more fun, since they get to use powers willy-nilly for once. Over the long-term, however, they'd lose interest, as there's no need to do anything but click whatever power is recharged. There's no need to strategize which attack to use in a particular situation. Whichever one is up is what gets used. So, over the long term, people get more bored with a game that just became "hit the buttons as fast as you can."

    Obviously, that is not what you are asking for, and it is the extreme of what would be done. However, it is trying to show what happens when you make a facet of the game trivial. And I do believe that that is the only point at which you'd think that Endurance would be fine.

    Quote:
    Basically it looks like you're agreeing with me, it's just the particulars of the recalibration that haven't been discussed (and I wasn't going to get into here). Am I reading you correctly?
    That isn't really what he was saying here:

    Quote:
    Most everyone likes to be able to fight longer and faster, so most people will consider more endurance to be better, but that fact alone doesn't make clear what level of endurance is objectively inadequate.
    What he was saying is that there's no way to tell what change you need to make to endurance based on what a single person wants. What you and I would think of as an effective change to endurance is likely quite different. And there's no way to tell, just from somebody saying that more endurance is needed, what level of endurance change is being called for.

    Quote:
    SinisterDirge, part of my concern is that new people coming into the game, finding those first 10 levels or so unentertaining, may just leave. The streets are deserted enough already, I think we need to consider that we want more new players enjoying the game sooner, and I see improving endurance woes as being very helpful in this regard.
    This game is already trivially easy at the lower levels. The first 10 levels can be gotten how fast? An hour? Add to that the fact that it's actually easier to hit stuff at the lower levels than it is in the later game, thanks to beginner's luck. (and really, let's not take the beginning zone populations into account here, since most people only use those zones to chat and from levels 1-5, which doesn't take that long to get anyways) Without Vet attacks, it's actually pretty hard to run out of endurance in the really low levels, since you don't have enough attacks recharging fast enough to drain your endurance. For instance, take that FF/Rad being touted about in other posts. Put the tier 1 attack on auto, and run up to any enemy your level. You will NEVER run out endurance before the enemy is dead. Even throwing the tier 2 attack in there, you will likely put an enemy down before you run out of juice, unless you're fighting something well above your level.

    People don't generally join an MMO thinking that it's going to be ridiculously easy. If they do, that's pretty dumb. If you want a game where it's just an I Win game right at the very beginning, there are plenty of free games online that will allow you to do that. Most understand that there will be aspects of the game that they will need to learn.

    Quote:
    Ocularis, it is a problem because it's diminishing the enjoyment of the game. As I said, that's my opinion, but obviously, I'm not alone. That it's "working as intended" suggets to me that the intent is flawed.
    If 10% of the game thinks that it is flawed, and 90% think that it's fine, does that indicate that it is flawed, or not?

    Quote:
    Because no one has "proven" anything here. It's all opinion, mine, his, yours, all of it. The question isn't whether you CAN get a character to any particular level, but whether it's fun doing so (and not JUST for you - I'm trying to think of everyone here...).
    No two people are going to have the same definition of fun. It just can't be done. As such, it's almost impossible to create a game where everyone can do everything, on every different character type, and have fun doing it. That's why there are choices in this game. If you don't think that a Defender can solo well enough, well then don't play one solo. But, they can solo effectively. I know, I've done it. Was it my favorite character? No. Did I have fun doing it? Yes. Still do, when I get on that character. So, how do you compare my fun to yours? You really can't. So, the Devs just need to create a spectrum of options so that anyone can find something that they like to play. And I think that they've done that.

    If, after all of those choices, none seem to work for you and allow you to have fun, well then this game might not be for you. But that doesn't mean that the game is inherently broken.
  13. Team with lots of FF and Sonic Defenders?


    There are a decent number of ways to get there, but most involve some teammates or a lot of inspiration usage.
  14. Can't get into Ouroborus until level 25, right?
  15. Quote:
    Originally Posted by Decorum View Post
    I know I was impressed by waiting a whole 25 minutes before virtually blowing a gasket that no one came to his rescue.
    On a holiday, no less.
  16. /signed.

    Make running newspapers/mayhems an OPTION. Not forced content.
  17. Aett_Thorn

    PvP changes

    Well, not being one that is much into PvP, I do have some logical concerns with your idea and how you seem to want to implement it. This is in addition to the fact that you think the Devs don't care about PvP, which I bet they do, they just really don't know how to fix it.

    Now, onto my concerns:

    1)

    Quote:
    In PvP you could have each tier of power do a specific damage number as standard across an entire AT. The differing point would be the secondary effects and the actual AT chosen along with animation time being a secondary damage booster.
    Wouldn't this mean that sets with faster animations times would always do better than those with longer animation times? If my tier one power animates in half the time yours does, but does the same damage, then I'll always win.

    2)

    Quote:
    I realize the current system was apparently designed around animation times but in all honesty I cant see how that can be true.. look at full auto for instance, 4s animation yet subpar damage. With my idea you would take a standard power animation time of 1.33s (going by mids) and use that as a modifier on top of the standard damage for the Tier of power.
    Animation times is now PART of the damage calculation formula. It isn't the whole thing. Yes, Full Auto is a long animating power compared to the other Nukes, and does less damage, but it's also up far more often (and the 'fact' that Assault Rifle needs to be re-looked at anyways, most likely) and doesn't crash your endurance. As such, it should do less damage than the other nukes, despite the longer animation.


    3)

    Quote:
    As an example:
    Jab animation time 1.07s total, now say your standard damage for a tier 1 power was 70 unslotted at level 50 on a tanker, using the modifier of animation time standard being 1.33s you would reduced the damage slightly overall.
    Haymaker animation time 1.5s total, say your standard damage for a tier 3 power was 100, using the modifier you would raise it slightly because it takes longer to animate than 1.33s.
    Okay, now I'm confused. Basically, now the powers aren't doing the same damage per activation time (I know that you said this earlier, but this is where it really comes to light), but using that as the standard. This basically makes it so that each power needs to be re-done in PvP, and isn't a simple change at all. The suggestion basically comes down to changing all of the powers (again) for PvP, using a different scale.

    4)

    Quote:
    Powersets that get there stronger power earlier than the final tier, such as super strength and knockout blow, would simply have the order of the tier setup changed, for instance, knockout blow would be classed as a tier 9 power since its the strongest in the set, however it would remain in the same position as a power. This would be the longest part of the workaround identifying each power and registering its tier accordingly.
    How would this work in the lower-level PvP zones? You know, when some sets have gotten their "tier-9 power" (under your classification) and others haven't? And where do the more esoteric powers fit into this classification? Is Soul Drain equivalent in tier to Build Up? What about Buffs and Debuffs? What about something like Ice Patch? Ignite versus Fireball? Voltaic Sentinel versus Bitter Ice Blast?

    5)

    Quote:
    Overall, using this mechanic would make the devs job a lot easier when it comes to tweaking and they wouldnt have to delay changes because it would just be a case of changing global modifiers for the AT on a certain tier if one is overpowered.
    I think this would be a lot trickier than you make it out to be. Not everything is just cut-and-dry in this change, since everything then needs to be modified by animation time anyways. Plus the fact that not all powers are created equal, and certainly sets aren't. It's basically a complete rewrite of how attacks work in PvP.

    Even IF it works and is easy, and you get powersets within an AT to be consistent, then you'd still have inter-AT issues to deal with.
  18. I don't think that I've ever judge a set or character just based on their performance based on 50. If I've judged their late-game performance, it's been anywhere after level 32, when they get their final power.
  19. Quote:
    Originally Posted by Forbin_Project View Post
    <looks around sheepishly>

    I was gonna say something about voting for Carp Melee. Now Aett's gone and made me feel ashamed of myself.
    Why? Carp Melee is a great idea!
  20. Might not work out as you'd expect. Carp Melee/Carp Armor might get a lot of votes and attention, whereas something that's actually pretty good might not get the requisite number of votes as it fades off of page 1 for not being too 'dramatic' of a thread.


    I have no problem specifically with the idea, I just know that the forumites (including me) aren't always the best judge of things.
  21. Aett_Thorn

    buying infamy?

    Quote:
    Originally Posted by Old_Macdonald View Post
    And buying from these sites can cause cancer, you guys forgot to mention that!!

    I love these threads the best! The same people that violate the EULA, telling people not to do things that will violate the EULA!

    loL pERfecT!
    And just out of sheer morbid curiosity, how exactly are we breaking the EULA?
  22. Quote:
    Originally Posted by Techbot Alpha View Post
    Technically impossible. Stated multiple times to be impossible by various Devs.
    Effectively: Not going to happen.
    Well, it's not impossible. They'd just end up being either a LOT of work (like, over 1,000 new animations per vehicle) or so ridiculously weak in comparison to the current travel powers that they'd be useless.
  23. Aett_Thorn

    buying infamy?

    Also, they are against the EULA.
  24. Stop being so bothered by the BotZ change. It was a minor change.