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I don't think he does. This is one in a long line of exploratory questions Blue_Centurion has been asking about different kinds of archetypes and builds: blaster mitigation, melee resistances, range, etc. They seem to be as much thought experiments as they are what's-the-best-X questions.
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Quote:As mentioned by others, DDR only mitigates defense debuffs. The spirit of your proposal is one I lobbied for often off and on: use Elusivity to rebalance defense sets in the presence of higher tohit, and give it only to defense sets and sets that rely on defense in certain very specific ways.I think at this point a major across the board nerf to IOs and defense would be a big detriment to the game. Instead implement a To Hit buff that is mitigated by DDR. The defense sets will be better using the same basic mechanism the rest of the game uses.
The devs have been reluctant to take the time to do that right, though: vis-a-vis their original sledgehammer approach to using Elusivity in PvP.
As to "rebalancing" scrappers, that would be like giving welfare to the second richest person in the world because the richest person in the world has a bigger yacht. -
Quote:'Cause this was a rare case where I got there before you did and scooped up a ton of purples from 2-40 million. But at 100 million, the purple economy, while still having a lot of profit potential, is now closing in on the point where if too many people jump into it the profits will be harder to extract, requiring a lot more time marketeering to bid gap everyone else. For me, the equation started to become a bit too risky for the amount of time I put it.What really confuses me is why almost no one else is doing what I'm doing. The profit potential is HUGE!!! I may become a trillionaire. I have seen other bids here and there. For a while I was in a bidding war with someone bidding X,090,000 or something like that, but then those stopped. According to Arcanna I pushed her out of the market because I drove up prices too high. Too high?
Besides, the other thing I started doing is the same thing you did: take profits now. I took about 40 billion off the table immediately and stored some and turned some into prestige for future bases rather than sink it into more purples, because bird in the hand.
As to why more people aren't doing it, the fact is most people don't even think about it. When enhancement converters were announced and people were saying "what possible use could these have" I about fell out of my chair. I can understand why some players wouldn't use them, but the notion that they weren't extremely valuable made me realize most players do not think along these lines. Lets face it: there isn't much to spend the inf on when you amass it. After all these years, the devs still won't put the blimp on sale, so I can't spend inf on that.
Although, I saw a base the other day that literally blew my mind right in front of my face and made me want to tear into the base editor, so there's always prestige conversion. -
Quote:One of the things I predicted even *before* Freedom was announced and repeated often after it was announced was that F2P would create a schism in the playerbase between those who thought selling things you could not also earn in-game was unfair, and those who thought selling only things you could also earn in-game was pointless.Why? Worried you're paying for something other people can get for free?
Oh, and just for parity's sake, let's invert the question.
Why? Worried that you're investing too much effort into something others can get for no effort at all?
See, this is the trick to good micro-transactions: We're trading money for convenience. Because when appearance insulated from gameplay is concerned, having or not having specific costumes really IS a question of convenience.
There will be peace in the Middle East before that gets reconciled.
That's another one of those fundamental dichotomies that this game is going to make repeated compromises on: neither side is going to "win" that particular argument. -
Quote:The compromise is not between what we want and what the devs want. The compromise is between the principle that the players should get as many options as can be created and the principle that tying exclusive rewards to content is a reasonable approach to improving the sense of value of both the rewards and the content. Anyone arguing unilaterally that either principle is just wrong, is just wrong. Both have advantages and disadvantages, and like essentially every aspect of this game's design the Roman pack is a compromise between competing principles that are mutually exclusive at their logical extremes.But there's no *need* to *compromise*. We aren't enemies. They're a business wanting to make money. We're players wanting to throw money at them for a perk to make available customizable options at level 1 for all toons. The free version is still in game. The pay-for version is for those willing to pay. Where is there a need to compromise over this?
So many other exclusive or locked items are available for the right price now. Holding something back is just nonsensical. Even among those who don't mind that something is being held back; they're not demanding that it be held back. I presume, like you, Lothic, don't mind if it wasn't held back.
Let's take "give the players what they want*" and apply it to the Market.
*within reason
To put it another way, the compromise is between the developer at Paragon that says "lets release everything" and the developer at Paragon that says "lets keep content-connected rewards content-connected" and I'm sure there is at least one of each. They are both right, and both wrong, and neither is going to get everything they want, and by extention the segments of the playerbase they each represent will likewise not get everything they want. -
Quote:Eclipse is on my list of powers that I wonder what the devs were drinking when they gave them to us. Eclipse would be considered a major exploit in most other MMOs.There is a power called Eclipse. It can be made perma. It gives 85% resistance to all, when fully saturated. It has nothing to do with dwarf form.
Of course, Warshades also get Stygian Circle, so its possible the devs just really like Warshades. -
Quote:Pet AI used to be incredibly twitchy with regard to how pets decided which powers to use. Its a lot better now, but still not 100% predictable. Changing either the cycle time of a power (the sum of cast and recharge) or the total amount of time casting powers (the sum of the cast times of the powers) can on some occasions radically alter how the pets behave. This means if Synapse so much as blows in the general direction of a pet power, he's probably just bought himself a couple of cycles of QA on that one little change.Synapse didn't even want to touch Lich's Life Drain even after it got changed (I PMed him about it because I really think Lich can use a good attack). I guess pet's performances are so tight that they normally don't want to mess with animation time. I could be wrong of course.
Its also possible that the internal view of the Zombies is sufficiently controversial that Synapse did not want to engage in that conversation. MMO development is a collaborative process, and while its probably done differently in different companies, at Paragon different developers have different ideas about what works and what doesn't, what's too powerful and what's too weak, and the game we get is a compromise among all those interests being represented. Rarely does something happen by authoritative fiat. So sometimes a designer will not want to touch something because hidden under it is a touchy compromise among many developers, and touching it will open up a big can of worms.
Or, Synapse could have been getting really close to hitting level 50 on his new corruptor and wanted to work on that instead. -
Quote:At long range archery doesn't compare well to psychic blast. Psychic blast has *four* single target blasts with 80 feet of range, and as a group they have better DPA than Archery's attacks. Psychic Blast's tier 1/2 attacks have better DPA than Archery's tier 1/2, Psychic Blast's tier 3 beats Archery's tier 4 (its third single target ranged blast) and then Psychic Blast has a fourth, Will Domination, which also has good DPA (better than the tier1/2 attacks). The set also has Aim (focus), and has a snipe. Archery's main advantage is its long ranged non-crashing tier 9 Rain of Arrows. I'm not sure if that's enough to compensate for its disadvantages at long range, but with enough recharge it might be. Its probably worth putting into the mix just for that one power.The one that I favor and believe is the best all around option for a pure range build (and Arcanaville didn't mention):
Archery
- The tier 1, 2 and 3 attacks are all base range 80.
- The animation times and recharges are fast all across the set (ie: there aren't any real outliers compared to the rest of the set)
- The set has Aim.
- If you include the snipe you can slot 4 sets of Thunderstrikes
- The tier 9 is a range 90 Non targetted AoE that has a radius of 25 feet and a target cap of 16 (instead of AR's 10). That allows you to hit targets as far away as 115 feet before adding any range slotting or boosting the range.
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Quote:I don't think this really puts a dent in the problem, in the sense that I think it only seems interesting because its not done at all, but once it is done the fundamental complaint would still exist, but on the other hand I wouldn't be opposed to adding more elements like this to co-op missions either. It does, as you say, add some flavor to the gameplay.All of this is a hypothetical, of course, but it would really add flavor to BOTH sides of the game. Everyone wins.
If you want to take the concept farther, consider this. Every Lambda I've ever been on has had some players leave immediately and others stay behind after Marauder is defeated to clean up the courtyard. The clean up part doesn't require the entire league, obviously: mostly individual players can decide for themselves whether to stick around for a little while longer or not.
You could add very small side tasks at the end of co-op trials where the heroes and the villains go their separate ways and complete an optional goal which sets them back on the heroic or villainous path again, and sets them onto the story paths you describe above. So perhaps at the end of Keyes, you could actually allow the villains to break into a bunker and steal something, and conversely have the heroes go back to a reactor and collect samples.
The only problematic aspect of doing that which I can see is that on many servers leagues run trials back to back, and having it be entirely optional for individual players to extend the trial by more than a couple minutes would be disruptive. But this would have the alternate side benefit of providing a way for players to get a wind up of just what the heck happened during the trial, which many players tend not to get. This might be more practical in co-op task forces than iTrials, though, due to the back to back problem. For iTrials, *unlocking* a mission which the player can do any time to wrap up the trial might also work. -
Quote:There is one big unknown with regard to those IOs, and its the same unknown related to why Steadfast is a hundred million and Glad Armor is two billion. Everyone who wants Glad of course gets Steadfast first, but only a fraction of the people willing to buy Steadfast are then willing to bid up Glad.I believe you are mistaken. I expect prices on cheap purples will increase and remain high, as it will be trivial to convert them to expensive ones. Prices on the expensive ones will drop to under 400M, probably lower. And it will be easy (under an hour of effort) to create one of the big 3 PvP procs, so prices on those will drop considerably.
If prices on purples and PvPIOs goes down in general, it may open the pool to more people actually deciding to jump in and make high end builds. After the initial burst of PvPIO conversions, there may be enough demand to push prices upward on the big three. Probably not all the way back up to two billion, but possibly much higher than hundreds of millions. Its difficult to say what will happen when a much larger pool of players gets a taste of purples and PvPIOs, and then just has that one PvPIO to go, and lots of influence with nothing else to spend it on.
In an MMO, unlike a real economy, there's two ways to cause inflation. One is obvious: increase the currency supply chasing the same stuff. But the other is not obvious: eliminate things to spend inf on, so the remaining inf is chasing a smaller set of stuff. The irony of making purples and most PvPIOs cheap is that in effect we'll all still have about the same amount of influence, but we'll have less stuff to chase after. That's actually why the big three cost what they cost. They aren't actually twenty times better than other enhancements: they are what's left for people to chase after, after they've bought everything else in sight and there's nothing left to spend inf on.
That reverse pressure is very difficult to predict, because its all based on psychology. What will players do when presented with a lot of inf, nothing really to buy, but a couple of high value things which aren't worth very much either, but there's no other choices to bid up. Do they sit on their inf, or do they decide to chase. Auctions themselves are a bit irrational in the real world in the first place: when the money itself isn't actually worth anything either, people become highly unpredictable. -
It sounded like the OP was asking which resistance sets have the best survivability, and technically speaking I can't count a rez as a survivability power. As a measure of the overall utility of the set, Soul Transfer certainly should count for a lot in my opinion: I'm a fan of the power myself.
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Quote:The real problem is no one wants to give up Granite itself, and you're not going to get the rest of the set buffed up and still keep Granite. It just isn't going to happen beyond minor tweaking.Pretty much, yes. Previous development lead Castle stated something to the effect that Stone Armor was purposefully less effiecient than other sets as a sort of penalty building up towards Granite Armor.
I'd love to see the endurance costs come down, at the least for pre-Granite to make those levels smoother, and make non-Granite tanking more viable as an alternative to Granite only tankers who skip every other power except Stone Skin, Mudpots, and Earth's Embrace. -
Quote:I think Dark and Electric are tied. Electric has the better smash/lethal/energy resistances but has a toxic hole. Dark has higher toxic and psionic resistances. If you are willing to use power surge, while its up Electric will be capped (scrapper or tanker/brute) to smash/lethal/fire/cold/energy/negative and have substantial toxic resistances.The best is granite armor. After that would be dark armor. Dark has solid resistance paired with the best heal in the game.
Basically, Dark is the more well-rounded resist set, while Electric wins overall in the smash/lethal/energy/psionic race. Dark has the stronger heal, Electric has the big resist boosting tier 9. -
Quote:The most dramatic shift in situation isn't the long-duration insps, which can be helpful, but the arrival of very high damage Lore pets, which reduces the equation from "beat GM regen" to "just stay alive."I've been playing this game for almost eight years. I have a lot of level 50s of various ATs, and several have explored the Incarnate system.
There is no way any of them could ever take down a single GM, solo.
That was my question, if it could be considered one. And it was rhetorical, in that graystar had already done it before I posted.
I think the team insps buff pets as well, so the combination of the two opens doors to player characters that traditionally didn't have the tools to solo GMs. -
Might be worth it just to see that hit-yourself-in-the-head-with-a-baseball-bat self heal.
In all seriousness, this gets into secondary effect customization for powersets, which is very dangerous to contemplate with the limited control we have over balance. Its an interesting idea, and one I've thought about myself, but I don't think this is something the devs want to put enough time into in order to do correctly. The current limits are probably visual customization and invention-based procing. -
Quote:Watch the markets carefully. Because of some upcoming developments in the game, the markets for very rare and PvPIO recipes and enhancements is a bit in flux. At the moment, Gladiator's Armor +Def procs are still going for about two billion inf, but make certain before you put the item up for sale because if the market adjusts downward to 1.6 billion and you put it up for 2, remember you don't get your deposit back if you have to cancel the sale.Thanks for all the info. I assumed a lot of this worked the way you've all confirmed, though it never occurred to me to store money in the AH with bids, that is clever!
I'm at about 1 billion now, but am just a few Emp Merits away from getting my first Glad Armor to sell, and wanted to make sure I didn't do anything stupid my first time out! -
Quote:Assault Rifle/EnergyPersonally, I keep failing at Blasters. But, beaten and bruised, I keep coming back. So, here I go again. All of my personal research indicates that Blasters are designed as Blappers from the ground up. YMMV. But I am going to ask for some help and see if I cannot bring my concept into the Cities.
Forget AoE. Forget survivability. Forget everything. (I may even give up on my anti-weapon rule) Forget it all. Except. RANGE.
What Primaries (and secondaries) provide the best pure (very long) Ranged options for Blasting, and why? And by how much 10%, 50%?
Assault Rifle's tier 1/2 attacks have higher than normal range: 90 and 100 feet instead of the normal 80. And Energy Manipulation has Boost Range which can be made perma and boosts range by about 60%. So AR/Eng could hit targets with its tier 1 and 2 attacks at between 143 and 159 feet, which is basically sniper range.
Slot enough recharge, and you would have the ability to open with a snipe, then continue hitting the targets with single target shots at very long range. Slotting Cardiac or Intuition will get you an additional 20% range, which brings you up to an effective range of 160 feet+, double the range of normal blaster attacks.
That's going for maximum range without having to resort to range slotting. The other thing you need to do is deliver effective damage at that range. My Energy Blaster slots a lot of global recharge *and* slots the Force Feedback +rech procs. The net result is that I can deliver an almost continuous attack stream with Power Bolt, Power Blast, and Explosive Blast at 80 feet. You might be able to do better with Electric Blast because Ball Lightning activates faster than Explosive Blast, and you might be able to do better with Psychic Blast which has a number of good DPA 80 foot ranged attacks: Telekinetic Blast in particular has excellent DPA at range.
Of the three, Telekinetic Blast has the best shot at high single target damage, Electric Blast has the best shot at overall damage with the faster AoE, and Energy Blast has the best shot at keeping the targets at range with knockback. -
Quote:The "passives first" thing was debated a lot in the past, but with inherent fitness its justification is much weaker: you can run FF with unslotted stamina without running out of end in the lower levels, so swapping dodge for FF just lowers the initial protection of the set.Tier 1 ( 1/ 1): Dodge
Tier 2 ( 1/ 2): Evasion
Tier 3 ( 2/ 4): Lucky
Tier 4 ( 6/10): Practiced Brawler
Tier 5 ( 8/16): Focused Fighting
Tier 6 (12/20): Evasion
Tier 7 (18/28): Focused Senses
Tier 8 (26/35): Quickness
Tier 9 (32/38): Elude
You get the Passives *first* (when you can't afford the Endurance to run the Toggles on Training Origin enhancements), and you do so in order of Melee-AoE-Ranged. After Practiced Brawler, you get the Toggles second, again in order of Melee-AoE-Ranged. Last you get Quickness ... and Evasion.
If I was redesigning Super Reflexes from scratch, this is how I'd be doing it. I'd also give Practiced Brawler a +5% Resist All Damage and allow it to be slotted for Resistance IO Sets so we'd finally have somewhere to put those Resistance IO Procs that add to Defense which somehow never seemed to make it into the Defense Sets for IOs.
If we're asking for a cottage rule exemption anyway due to rearranging the set order, I suggested this back in I6?ish:
Focused Fighting
Focused Senses
Dodge
Practiced Brawler
Agile
Quickness
X
Y
Elude
Fold AoE defenses into FS and Agile, and replace lucky and evasion with two new powers. Lots of potential options there, and some of the ones I suggested back then are obsolete today. I still like the idea of an endurance discount/+regen passive in X, though. Today, I would probably invent a mechanics specific to SR to go into Y. All sorts of possibilities for that spot. -
I ultimately went B. All of them have their pros, but I personally felt the torso especially was a bit too "armory" on C and thus partially replicated a costume option we already have represented. I liked the sleekness of A more than B, but I felt B provided the most novelty in terms of expanding the costume space. I also felt that while the gloves and boots were not quite as stylistic as A or C, they would also be most likely to be reusable in other costumes.
All just my opinion of course. -
If you tell a computer to do X, it will do X. If you tell a program to do X, it will do whatever the programmer told it to do.
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Quote:A fundamental, critical selling point of this game from the very beginning has been that our costumes are disconnected from our power except where necessary. We don't have to specifically wear a specific costume to get a specific level or degree of power. Many, if not most MMOs have that sort of functional gear where you have to decide if you want to look a certain way, or look a different way because its more powerful to do so. This game explicitly chooses to not do that.why because you say so?
not EVERYONE will think the same way as you do and i can see how it would make a good gap in the market work as people might want this to happen.
This is a foundational core of the game that should not be tampered with cavalierly. It simply isn't worth tarnishing one of the most consistently promoted parts of the game by making costumes with power bonuses, when its a major reason why many of the players play the game in the first place. In every single thread that has ever been started on these forums going back seven years, when the question "why do you play" or "what makes this game good" comes up, freedom to choose appearance gets mentioned more than any other single item, every single time.
The risk/reward for doing that even a little seems to me to be far too little reward for far too much risk. -
At this point it would be worth reviewing the definition of sexism. You cannot argue that when comic book artists hypersexualize *all* characters that its only sexist towards women because only they care enough to be insulted. Oversexualizing both male and female appearance isn't specifically targeting women for discrimination and therefore by definition cannot be sexist. On the other hand, saying women are less able to tolerate that *is* specifically targeting women.
Which is not to say that there isn't sexism in comic books and comic book art in general. Just that the thesis that its obviously prejudiced against women *because* men don't care is illogical. It is ironically a sexist position.
It is obviously true that female characters are more *overtly* sexualized in many ways, but that would be a matter of degree. It would undermine the entire thought process to declare that the less overt sexualization of male characters is actually *also* sexist towards women because men like it. It is so illogically undermining that it damages the point equally so if the statement itself is either true or false. -
She's actually invisible, and that's an image of another woman painted onto her.
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What happens when the exact same justifications come from women?
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Quote:That's not exactly relevant to the issue of someone having the point of view that women are overly objectified in media because when it happens to men it doesn't count because men like it.Not really. Traditionally men have never been powerless as a gender, therefore have no state of inequality to be culturally devolved to.
That said, I believe cases of female to male sexual harassment in the workplace are on the rise - because for possibly the first time in recorded history women, such as a CEO, can indeed threaten a male employee with loss of advancement, termination of employment, refusal of pay increase, etc. In previous centuries this was a rare thing reserved for... royalty maybe.
Maybe give it a few more generations?
That would be using a gender stereotype to justify objecting to a gender disparity. And that's equal parts funny and sad. Read the article. Of course the female costume depictions are sexist because no women would wear that; on the other hand no male costume depiction is sexist because all men would wear that. He implies this is obviously degrading to women because no woman would dress like this:
Fair enough. But this is not being equally sexist to men specifically because all men would dress like this if they could:
Quote: But it's not ridiculous because he's wearing a superpowered Speedo: That's how any man would react to being well-built, usually glistening and most often found on the beach.
And for good measure, he says all guys would also dress like this if they could get away with it:
Quote: Namor is the ultimate exemplar: He's exactly what any guy would wear if he thought he could get away with it. Even when Namor puts on more clothes, they're ridiculous and show off more chest than Tom Jones during heart surgery.
I'm not 100% certain, but I think those two sentences when concatenated together like that insult all men. Could be wrong there: is the current men's fashion "Tom Jones ridiculous?"