Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    After bringing three Blasters to 50 through blood, sweat and tears, that's precisely what I ended up learning the hard way. In theory, a Blaster can kill stuff so fast he's never in danger. In practice, a Blaster dies LONG before he has the time to pump out even a fraction of his damage.
    Actually, mez itself makes this false even on paper. Because blasters don't have mez protection, they are in danger the moment mez lands. So "kill so fast he's never in danger" means killing before any foe can use a mez. And as a practical matter, that is very close to being able to instantly kill everything. Blasters are never going to get that ability, so they can't really get that "kill before being killed" ability designed into them.

    In practice blasters tend to survive not by using abilities they are designed to have, but rather abilities they are allowed to have, to a point. Mez and debuff, for example. Ice blasters survive on their holds and slows. Energy blasters survive on their knockback. These are not things blasters *must* have - Fire/Fire blasters don't in large part - but are *allowed* to have so long as its not too much.
  2. Quote:
    Originally Posted by Casual_Player View Post
    I'm not even sure how a consumable comic would work. Do I only get to read it for a limited amount of time? A limited amount of page turns? o.O
    It would be a click power, and when you activate it you'd summon a Hickman NPC to act it out for you. If you buy the premium edition, he does it while wearing pants.
  3. Quote:
    Originally Posted by Dispari View Post
    I don't think devs balance around DPA (even if they probably should).
    Not directly, but there's no such thing as seriously balancing anyone's single target damage without ultimately involving DPA.

    Where I think the original designers fell down was in not even realizing DPA was at all important, or even really have any idea about the concept at all, and I mean that literally. I think Castle was willing to experiment with it, but I don't think he had a strong enough handle on how it worked dynamically (and completely flattening it to a constant in PvP was an error). A real balancing effort around DPA would take what I would describe as "high computational effort" and I don't think the current devs think its worth it, except in spot cases. It also starts to put animator time into play when you start mucking with cast times, and animator time is almost as costly as Zwil's hat budget.
  4. Quote:
    Originally Posted by Jibikao View Post
    Beam Rifle with Aim + Build UP can take down any boss faster than my Stalker
    With SO slotting:

    BU + AS + Placate + Eagle's Claw + Cobra + CAK

    1070.49 + 893.09 + 299.75 + 324.2 = 2587.53

    1.32 + 5.148 + 1.716 + 2.772 + 1.848 + 1.848 = 14.652

    I can see Beam Rifle generating 2570 damage (approximate boss health at level 50) at level 50 about as fast as that, but not massively faster. Certainly not enough to compensate for the fact that the stalker has the same health, personal damage mitigation, and mez protection.


    Quote:
    Stalker? Stalker can't fill the damage role for the team (unless you are Spines and maybe Electricity). Stalker does good damage but Blasters can take down 75% of the mob with just Aim + Build Up. And with set bonuses, Blasters survive relatively well. Of course it is not as well as Stalkers but my Stalkers never really draw that much aggro to begin with (hence my advantage of having defensive secondary is a bit over-rated on a larger team because I am never going to grab aggro away from Tank/Brute).
    This comes up a lot with archetype comparisons. A does X well, and B only does Y well but Y doesn't matter. Stalkers get personal protection, but that doesn't matter in teams because the tanker has all the aggro. But conversely, if one blaster can take out 75% of the spawn, then your offense doesn't really matter either.

    In real play, defense matters because in real play blasters die. Mez protection matters because in real play blasters die to mez often. Prior to the last round of changes, that was the most common datamined cause of blaster death. That's why Defiance 2.0 allows Blasters to shoot through mez: it was seen as the best way to give them a chance to break out of a mez that would otherwise eventually kill them.

    And its a lot easier to pop reds than greens. There's no penalty for running out of reds.
  5. Quote:
    Originally Posted by Airhammer View Post
    Zombie I understand what is being said. What I am getting out of it is.. Doms are low on the totem pole of importance..

    Melee has gotten one brand new Powerset with a NEW mechanic in Street Justice. They are set to get ANOTHER brand NEW Powerset with a NEW mechanic in Titan Weapon in a few weeks. And we have already seen and it was confirmed that there will be yet ANOTHER new set with a NEW mechanic in Staff Melee..

    So they are not only adding new animations but also new game mechanics as well.

    And Dominators are still waiting.. and they get Dark Control.. which is shared with the controllers.. so the reality is.. We made it for controllers but you can have it too.. and we all know the Assault set will be a profilerated version of the blaster Darkness sets to some degree..

    Again dominators have waited patiently a long time.. As has the Stalker community and I NEVER play stalkers and I say its ABOUT TIME they got a fix to some of the serious issues of Stalkers..

    PB's got a a MUCH needed fix.. Stalkers are getting one.. Dominators are just saying... hey just tell us whats on the docket..

    Dark Control feels like a pacifier..
    Dominators got a design pass not that long ago; among other things their damage was increased substantially to make them offensively balanced archetypes. I could argue that the archetype that is most in need of a balance pass is Blasters. Blasters have been waiting for a secondary powerset design pass for longer than Dominators have existed. In fact, Dominators and Scrappers have a higher melee damage modifier than Blasters do, which is nonsensical.

    If I had to rank which archetypes deserved the most attention overall, the list would be:

    Peacebringers
    Blasters
    Stalkers
    Everybody else.

    The only reason I put PBs ahead of Blasters is just because the disparity between PBs and WSs is ludicrous, and because I don't think Kheldians get enough special benefits for being quantum-bait.
  6. Quote:
    Originally Posted by Rock_Crag View Post
    I've been considering an idea... and was wonder what you might think of it. This game, to my knowledge, doesn't have a Piercing damage type (IE, it ignores a certain percentage of defense). Perhaps this is something Stalkers (and maybe sniper attacks) could make use of?
    In this game, attacks perform tohit rolls against defense, and only if the attack hits does any of the damage components strike the target. There is no such thing as damage that ignores defense: its not that it can't be done, its that that sentence literally does not parse into anything meaningful in this game.

    If you mean is it possible for an attack to "ignore" some defense, that is possible: tohit buffs mechanically do that. However, tohit buffs affect an entire character; there is currently no way to give a single attack a tohit advantage separate from all other attacks. An individual attack can have heightened accuracy, but that does not mechanically do what you're asking about. There is a mechanical trick that would allow assassin's strike to essentially have heightened tohit using special procedural clauses, but my guess is the devs are not likely to resort to that unless there was a really good reason to do so.

    Alternatively, it is possible for a damage effect within an attack to "ignore" resistance, unresistable damage will do that. The devs are extremely reluctant to give us unresistable damage, because it can break the way other things are designed in terms of their heightened resistance.
  7. Quote:
    Originally Posted by BrandX View Post
    While I find that an interresting idea, I do have a question.

    Wouldn't making Assassin's Strike a Superior Damage attack while in the unhidden state with a fast animation attack still be a burst damage option while still increasing their DPS?
    In my opinion, not in this context. Stalkers are giving up defensive mitigation (aka "survivability" according to Synapse) to get "burst." For that trade to make sense, the burst itself has to partially compensate for the lower mitigation. Which basically means the burst has to eliminate enemies. Eliminating enemies randomly throughout the fight makes your damage more jumpy and unpredictable, but for the burstiness to be a genuine frontload, it has to happen at the start of the fight. If it happens in the middle or at the end, its not functioning effectively as a substitute for mitigation.

    Basically, increasing AS utility while not hidden is really making it a sustained damage tool. It increases overall DPS, but doesn't really provide an option to frontload offense and kill speed to the start of the fight. Adding criticals all over the place makes damage more "spiky" but not more "frontloaded." In fact, since the Assassin's focus stacks, that benefit is actually more of a *backloaded* benefit rather than a frontloaded one. You're more likely to get criticals *later* in the fight rather than earlier, specifically because it stacks.
  8. Quote:
    Originally Posted by Fleeting Whisper View Post
    Arcanaville got into the specifics, but the name derives from a comment Castle made claiming that they wouldn't change Build Up into a power that summoned a small cottage, because it's not what the players with the power already expect it to do. The devs aren't against updating things, they're against fundamentally changing what a power is used for. Build Up will always be a power that it used to boost your attack power. It won't "Build Up" a cottage. That's the cottage rule.
    More directly "X is broken because of the cottage rule" is always false. The cottage rule doesn't prevent the devs from changing a powerset to fix something that is genuinely broken. The rule doesn't even say "don't change." It says "these changes should be performed only as the last resort." If X is broken, its either because the devs don't think its broken, or because they haven't gotten around to fixing it yet. Its not because the cottage rule prevents them from fixing it.


    As to my own costumes, I tend to try to save costumes when possible, burning new slots to make new costumes. But on my oldest characters, that wasn't possible, and eventually I overwrote some of the original costumes for those characters. I have been *tempted* to buy costume slots *specifically* to create those original costumes again, just because. Its weird, but its like I loaned those costumes out, and now that its possible I want them back.
  9. Quote:
    Originally Posted by Samuel_Tow View Post
    I have what might seem like an oddball question, but... If we're talking about something people would want to purchase many times over that gives them some kind of benefit which still doesn't break the game... How about a subscription fee? Or rather, THE subscription fee, the one VIPs like all the bunch of us posting on the VIP forums pay. Does that not count? Is that not enough? Or are we specifically talking about ways to get a persistent, repeatable profit out of Premium players?

    The reason I ask is... Why did we go Hybrid/F2P again? I mean, if consistent, monthly payment was the pre-requisite, we were already doing that. Why add a free option and an option to play without a persistent fee, then go out of your way to invent a "subscription" by another name? In other words, why reinvent the wheel and not, instead, just add more perks to VIP players so more players would want to go VIP? You know, instead of fleecing VIPs and causing them to drop down to Premium.
    Paragon Studios explicitly stated that the "Freedom" of City of Heroes Freedom was two-fold: to offer a way for players who did not want to subscribe to play a smaller subset of the game, and to offer more game by making options available to everyone.

    The ala carte element of City of Heroes wasn't just to provide a way for Premium players to buy their way back to subscription, it was a way for the devs to add more features to the game by creating options that *some* players who wanted them would be willing to pay for.

    Set aside the Premiums for a moment. If the devs want to make a larger game with more content, they have two options: make all that content optional and sell it to the subscribers ala carte, or just increase everyone's subscriptions period, and you either pay more, or quit altogether. The "point" to making things that *some* subscribers want and are willing to pay for, and others don't, is to increase the *options* available to subscribers without *involuntarily* increasing their costs.

    If the Paragon Store was any other store, and someone's job was to ask "I wonder what people would be willing to pay for; I wonder what will attract some of them to the store and spend money on" that would be totally uncontroversial. That's what stores do: they sell things they think other people want to buy. Our subscriptions fund a part of the game, and the store funds another part of the game. Ideally, the store should be as profitable as possible without detracting from the core subscription game. And that means adding items that are attractive without being necessary. And one way to do that is with consumables: when you sell permanent items, there's always going to be someone that says "I need that, that's not optional." It happens more frequently with permanent items, because they can permanently change a character or the play experience. Consumables tend on average to avoid that problem. You can still have consumables that are so beneficial they are seen as necessary, but they are less likely to be seen as permanent fixtures.

    That's the logic behind making consumables. You hope you make something that some players are willing to spend money on, but the rest of the playerbase is free to ignore. Everybody wins: the players that are willing to spend money on that feature get that option, everyone else's gameplay is unaffected and they do not have to spend money on that option.
  10. Quote:
    Originally Posted by Synapse View Post
    For me, ideally I feel that Stalkers should be the single target burst damage kings. Some sets do this better than others and some sets offer some AoE. Your mileage may vary depending on which sets you pair together. However, I'd really like to see Stalkers being able to outperform Scrappers and Brutes in bursts, especially with single target damage. Their trade off as always is survivability.
    That's actually more or less what they were supposed to be from the start as I understand it, so what you're thinking and what I remember from CoV beta seem to be roughly in sync.

    But here's the rub: given how at this point recharge is basically the playerbase's prison girlfriend at this point, do you believe its possible to give anything, stalker or otherwise, better burst without simultaneously giving them better sustained damage without using stronger mechanical trickery than what we're using now for stalkers?

    Also, allowing assassin's strike better usage out of hide is much more of a sustained damage buff than a burst damage buff. That's fine, but does that mean you're at least roughly happy with the burst damage of stalkers at this point and are now looking to smooth over the rough spots elsewhere, or there's still more burst damage refinement coming in the future?

    When I think burst damage, particularly burst damage as a form of mitigation, I think this: if A and B can both kill ten targets in sixty seconds, but while A kills one target every six seconds B kills the first five in 10 seconds and the last five in 50 seconds, B has a burst advantage but no offensive advantage. They both kill at the same speed overall, but B ends up taking a lot less damage than A. The tools I'm seeing aren't frontloading tools that compensate for lower mitigation, they are looking more like straight up offensive buffs.

    I have often wondered if the best way to give stalkers better burst is to simply give them reverse fury. They start at maximum, and as they attack it decays. So at the start of the fight they have maximum damage, but the longer the fight lasts the lower their damage becomes. When the fight ends, they recover that advantage. By being less "binary" you get more of the feel of "building it up" and then "using" the burst advantage. Its like a frontload meter you spend by attacking.

    And to make sure it doesn't get ludicrously high for soloers but is high enough when in teams, just make the fury meter scale a scaling buff like against all odds. So a stalker that enters a three minion group with full meter gets like a +50% damage buff to start, while a stalker that enters a twelve minion group with full meter gets like a +150% damage buff to start. As they attack, the meter drops from 1.0 to 0.0, dropping the buff accordingly. When they aren't attacking, the meter rises again. You could even make things like Placate add points to the meter (it doesn't have to reset to full, it could add 0.5 to the meter, or whatever). How fast the meter decays would determine how focused the frontloaded burst damage buff would be.

    That to me sounds like a burst damage tool, and it wouldn't be difficult to add in theory, although it would take some time. The question is is it a reasonable request given the intended target for stalkers?
  11. Quote:
    Originally Posted by Synapse View Post
    I think it's safe to say that the original design of some archetypes differ from reality.
    I think its safe to say that none of the archetypes actually follows their on-paper design imperatives perfectly. For one thing, calling stalkers "melee blasters" begs the question as to what "blasters" are supposed to be.

    In the context of stalkers, though, the thought was that stalkers would pick up a specific original design intent of blasters: that up-front burst damage would represent a substantial part of their survival. That's why they have low health: they were intended to be squishy and trade defensive strength for burst damage "DPNow" mitigation.

    The main problem was that just like for blasters, DPNow mitigation doesn't really work on teams**, and it doesn't scale to higher-difficulty content.


    Quote:
    Changes like the ones mentioned in this thread are the result of seeing a problem and then choosing to redefine the archetype's original design or to stick with their original design.

    The case of the Stalker changes I think it's a bit of both. We definitely don't want to completely change the stealthy flavor of the archetype, but a the same time we want to more strongly define them as a competent single target damage dealer. As I've mentioned earlier I can't wait for you guys to hammer on this, poke holes in the design and help us make this change be as positive as possible.

    Synapse
    I think, as with all changes, it would be helpful if we knew what the intent was, besides the general "make things better." If stalkers are really supposed to be preeminent single target melee attackers, players could test for that. If they are instead supposed to be average single target attackers but specialized burst damage attackers, we could test for that. But I think the kinds of feedback you're going to get will be colored by everyone's individual opinion on how stalkers "should" work. Some believe they are scrappers with less health, and thus should have universally higher damage in single target and AoE. Some buy into the attack from stealth aspect, but wonder why the burst damage isn't higher if sustained damage is definitely lower. I think everyone is wondering what the benchmark is. What does "competent" mean in the context of how much damage stalkers should deal?




    ** and I was on those all-stalker CoV beta teams where among other things we all lined up on a target and did the 3-2-1-AS thing just to try to figure out how stalkers were supposed to work on teams.
  12. Quote:
    Originally Posted by Sarrate View Post
    Actually, the -maxhp once again functions very similarly to -res.
    A -maxhp of X% functions mathematically identically to a -res debuff of (1/(1-x)-1)%.

    It doesn't matter how much health the target has. It doesn't matter how much regeneration the target has. It doesn't matter how much damage resistance the target has. Nothing matters because these two situations are numerically congruent. It also doesn't matter if the debuff hits, and then expires while the target is still alive. So long as it lands at the same time as a hypothetical resistance debuff, and expires at the same time as that hypothetical resistance debuff, the effect is still congruent.

    In fact, in a hypothetical version of the game in which all the numbers were removed from combat chat and floating text, it would be impossible to distinguish -res from equally strong -maxhealth just from looking at the motion of your health bar. That's what makes them both effectively the same effect, just implemented in different ways (they stack differently with themselves and one is typed and the other obviously untyped, but that's separate from what the effect of a specific max health debuff would be verses a specific resistance debuff against its explicit type).

    But what about...? Doesn't matter. Numerically congruent. Even if...? Yes, even if whatever.

    Clearly, the devs let us resistance debuff AVs but are worried about us health debuffing AVs, so I'm guessing they just don't know this. Keep in mind that if the -maxhealth debuff was uncapped then the problem would be a theoretical -100% maxhealth debuff would be equal to an infinite resistance debuff and the target would essentially be immediately dead. But a capped debuff that cannot exceed X will always have an equivalent resistance debuff cap of (1/(1-x)-1) just as above, which means you can always guarantee the maxhealth debuff does not exceed the maximum debuff allowed by reactive.

    An *uncapped* maxhealth debuff is dangerous to have around because it can quickly build to immense strength. But as long as its limited, its limits can be made identical to resistance debuff limits.
  13. Quote:
    Originally Posted by Brillig View Post
    Instead, why not an item that changes the IO to its attuned version? This would be attractive to both premium and VIP players. I know a lot of VIPs would be interested in these to get the auto-scaling and set bonus range benefits.

    I think the price is probably too low, though, I'd be thinking more along the lines of 35PP for one, 100PP for 3, 300PP for a 10-pack.
    Specifically, the problem is when you make them attune enhancements, you have to make them more expensive: even your prices might be too low for attuning. I intended to suggest both unlocking and attuning as separate things so each could be cheaper than the combination one, but then honestly couldn't think of a reasonable fair price for attuning off the top of my head.

    In general, though, I was trying to think of things that were cheap enough you would encourage people to splurge on them even if they were just nice to haves rather than must haves. So I limited myself to things that I thought would cost 150 PP or less.
  14. Quote:
    Originally Posted by shaggy5 View Post
    Basically the Cottage Rule is that Devs won't update things like /devices for blasters, even though most would agree it could use an update, because they don't want to mess with designs of things that are still functional and from earlier issues. They want to keep the tradition and not allow changes to older sets if they can help it.
    Sigh.

    The "cottage rule" is a design principle that the devs follow which was named after an off the cuff comment Castle made about a power creating a cottage.

    The actual design principle states that the devs will not make certain mechanical, usage, or structural changes to powers and powersets unless there is an overriding balance-significant reason for doing so.

    Before Castle made the cottage statement, he explicitly endorsed a post I made regarding powerset changes which were essentially the cottage rule before the cottage rule term was coined. That post stated the following:

    1. The devs won't change the order of a powerset without a critical balance-significant reason.

    2. The devs won't change the mechanical execution of a power (whether its a toggle or a click, whether its a targeted power or a location AoE, etc) unless there is a powerset imbalance that requires such a change to resolve.

    3. The devs won't remove a primary power usage effect without a balance-significant reason for which there exists no other options to resolve.


    Tradition has nothing to do with it. The fact is no matter how much you think a power "obviously" is broken, there are players that like it, take it, and use it for precisely the reason you think is worthless. Those people have the same rights to have the power as you do to change it. When its your preference against their preference, no change is made. To make a change likely to change a power out from under another player, there has to be a balance-significant reason. By the devs' definition of balance significant, not the players'.


    Fundamentally, the cottage rule is there to protect the interests of the 95% of players that don't nag the devs.
  15. 1. Invention binder

    Converts one invention into a bound-to-character enhancement that cannot be traded or sold, but will work without an invention license. Allows premium players to slot and use inventions on a per-invention basis, and also allows premium players to unlock the usage of inventions slotted into legacy characters made while originally VIP subscribers.

    Suggested price: 150PP for 10 uses.


    2. Archvillain Protection

    Click, five minute duration per use. When active, player receives -50 Magnitude protection from hold, sleep, stun, confuse, terrorize, KB, KU, and Placate for 50 seconds out of every 75. Additionally, protection power offers +20% resistance to all and +10% defense to all for duration of power.

    Suggested price: 150PP for three uses. Power can be charged up to 30 uses maximum.


    3. Metabolic Overdrive Inspiration

    Inspiration, three minute duration per use. When active, player receives +100% recharge, regeneration, and recovery, and 50% resistance to recharge, recovery, and endurance debuffs.

    Suggested price: 80PP for three.


    4. Sapper pack

    Two temp powers, one passive power, one day in-game duration. One single target ranged endurance drain attack, one ranged AoE endurance drain attack, one passive endurance drain resistance and energy damage resistance power.

    Suggested price: 100 PP
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    That's only ever been player rationalisation, never an official stance. I hope that with the changes to make Stalkers more effective out of Hide, people's insistence that they're "melee Blasters" and "only ever stealthy" will be blunted some.
    The notion that stalkers were designed to be "melee blasters" was discussed during CoV beta, with dev participation, alongside discussions such as "brutes are not redside tankers" and "masterminds are (partially) meat shields, not redside controllers." It was never a player rationalization; in fact the prevailing player notion at the time was that stalkers were just scrappers with stealth, a notion disavowed by the dev team at the time.
  17. Quote:
    Originally Posted by Fiery-Enforcer View Post
    Speak for yourself, if the instructions are bad, I won't listen to them. I can tell you that I wouldn't be the cause of a failed trial.

    For example, if the leader said to use chokepoints on a BAF and if I'm on my SS/Fire I won't listen to them. How isn't my reasoning sound if I can kill all of the prisoners at a door without any problems?
    Honestly, I tend to do that also, but there's a catch. If the leader wants to run the trial on chokepoints, and I think there's a pretty good chance the league is full of relatively new players and players like me then I'll stand on the choke point like a good little soldier. The reason is that there's two ways I can contribute to a failure, and I want no part of either. I can disobey the leader in a way that compromises the league's performance, which for me is virtually impossible. *Or* I can encourage *other* players to disobey the leader because hey, I am.

    If I disobey, and I encourage other players to disobey, and that general chaos causes a failure, then I'm partially responsible. As would be any other player that contributed to that situation, regardless of their character's capabilities.


    A *really* smart player would start on the chokepoint and watch carefully for leakers. If none appear, then its all good. If any appear, they would relocate to deal with them and then shift to the most problematic door without the other players noticing.
  18. Quote:
    Originally Posted by Siolfir View Post
    One of the sets you included, Super Reflexes, has absolutely NO endurance drain protection beyond hoping you don't get hit.
    Energy Aura should be higher than SR against endurance drain.
  19. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Even with Underground I find that player skill is much more important than AT.
    I find that with Underground other player skill is more important.
  20. Quote:
    Originally Posted by JayboH View Post
    Well, ok, let's take my character, not built for defense whatsoever, who runs all toggles and Tough, and put him in a similar scenario, using a +4/x8 Council mission with and without tier 3 barrier core, and naturally I am 50+1:

    http://www.youtube.com/watch?v=YeN7xIXjbsM

    Now I don't currently have a mids build for him, no purple sets, and he uses tier 4 spectral radial and tier 4 vigor radial, but here is a shot of what I threw in the character, with my initial goals of killing any kb and especially any end issues since the combo is an endurance nightmare as anyone would guess: http://goo.gl/VAHq2 Health has 3 vanilla healing IOs. I love damage procs on most toons I make as you can probably tell. He has a good way to go when it comes to incarnate powers and I have nothing expensive in him so far.

    I just can't do it. Even with all the mounds of mitigation in stone, with this build it's not possible. With SOs it would be far worse, and using SO builds should be the standard in which we compare mitigation strength. My wife's DB/WP scrapper can do it though without much problem, and doesn't have any defense outside of Heightened Senses, but she also uses Tough and has purple sets in a couple of attacks. If I built for more recharge perhaps I could hit dark regen more often but still, is that the goal? (get pounded really hard constantly with these settings but spam the huge end hungry heal?)
    Well, it would be helpful to compare your build and your wife's build, to see if they really are comparable in expense and efficiency. For example, your posted build isn't optimal in a few areas. Without increasing the cost of the build much or at all, Dark Regeneration can be slotted a lot better for someone that intends to attempt x8 soloing. Rather than slot with in accuracy IO and a set of Touch of Nictus (minus the proc I assume), which *heavily* overslots for heal, I would frankenslot DR with one accuracy IO, one end/rech IO from Numina's, an acc/end/rech from ToN and ToE, and heal/end/rech from Doctored Wounds and Miracle (all cheap).

    Your slotting ends up with Dark Regen having 68.9% accuracy, 83.32% end, 97.49% heal, and 47.7% recharge. Mine gets to 79.9% accuracy, and 95.84% end and recharge, and 40.5% heal.

    That slotting is just as cheap, but far superior in almost every situation. The only thing its inferior to is heal strength: yours heals for about 61% per target, mine for 42% per target (separate from any other set IO buffs).

    Because Dark Armor is a different kind of and less straight forward set, different players can experience vastly different performance. If you had just used my slotting instead of yours you definitely would have avoided that first death. Perhaps not the second, but that's just with one cost-neutral single power slotting change.
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    Ignoring the fact that you need to buy the pistol(s) with currency earnable only from the Trials
    And the fact that its irrelevant: the issue being discussed is scarcity, and whether it is explicitly intended to force farming. The empyrean merit cost of the pistol is not relevant to the drop rate of the recipe as it pertains to whether that drop rate is designed to encourage undesirable repetition. The only point in bringing it up was that its not scarce: its a non-rare method of acquiring the feature.

    Quote:
    yes, that's precisely what I'm saying.
    Then I don't see what your problem is with my original characterization of your position. I said your position was just to say "no, don't do that, ever." And that's simply not useful feedback, because its extreme. No, never, even in the case of making the bypassing of a gate scarce means in spite of the fact you say you understand gating in this case, you're still going to fault the devs for supporting the gate. To be consistent, you should simply state that you oppose all gating of this form, period, and all collateral actions that support them.

    It would still be, as I see it, not particularly useful feedback, because the devs have already stated repeatedly by statement and action that this game is about balancing gating, not eliminating gating. Citing examples of where the devs removed or ameliorated gating to contend that the devs at any point believed the best thing to do was eliminate gating entirely was mistaken. And this is a mistake that keeps getting repeated for some reason, every time the devs add a new gate.

    They can gate poorly: the original stuff in the empyrean merit stores was almost certainly poor gating by most measures. But that doesn't mean telling the devs "just don't gate, ever" is useful, in the literal sense, meaning "advice they will use." All game design is a compromise between competing factors, and all such absolute rules or suggestions have no way to operate in that environment. Its not that they will not take your advice, its that they cannot take your advice. It runs contrary to the way they develop the game.

    And I'm not the one spinning anything: you're the one applying spin to state relative certainty in the devs' ulterior motives. I haven't stated anything about the devs' motives except that I believe your interpretation of them is extreme, and not useful. Please quote where I attempted to apply any spin at all to this situation.


    One last thing:

    Quote:
    You describe Maelstrom's pistols as an unlock with a recipe added for convenience, which is not how Matt Miller described it. He described it as a costume drop recipe with an unlock for convenience.
    No, that's not what he said. What he said was:

    Quote:
    The main goal with this reward is to give players multiple ways to earn a signature costume piece from an incarnate level villain, while making sense within the story of the trial (each time you beat him, he loses a gun, until he's left with only his fists and feet in the grand finale.) The idea here is that the recipe drop feels like a "bonus" - it allows you to use the pistol on a low level alt, or on a character you haven't done TPN with - but that any Dual Pistols or Thugs character who wants to unlock the piece for having defeated Maelstrom at TPN Campus is also able to do so.
    The recipe drop is a bonus. Any character (who can use it) is able to do so after completing the trial. That's not my spin, that's what he literally said.

    He also specifically said, in his follow up post:

    Quote:
    No. The idea is that if your Dual Pistols (or Thugs) character is playing through the Incarnate system you don't need to wait for the recipe drop to unlock the piece.
    That doesn't sound remotely like "we put this in here so people would have to run the trials over and over again." The easiest way to do that would be to *only* have the recipe drop, and not the merit unlock.