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Quote:In my experience 45ish defense plus whatever lucks randomly drop are good enough for both trials most of the time. Where it tends to fall apart is when you're the lone target of a lot of psionic attacks, many of which won't be positional. Like if you decide to solo a crate or containment tube.If I were building an end-game Super Reflexes, these days I'd shoot for 60% defense or so. Mind you, there are lots of team buffs. I am at least frequently over the minimum necessary starting at 45% even. Heck, I'm frequently over 100% defense. Just not often enough that I'd want to count on it.
The counter argument, I'd think, is that for those few times you aren't massively buffed, carrying purples covers the gap. I think loading up on purples is standard practice. So there's no reason to wreck your damage output or other aspects of your build chasing an exact defense figure that, in a league, may be nearly meaningless.
Edit: Also, based on my experience so far, the two most important factors in success are teamwork and knowing what to do, particularly on the Lambda Trial. Your having 45% vs. 59% defense is pretty insignificant in comparison. Of course uber builds help, but lack of uber builds probably isn't nearly as detrimental as doing the wrong things or failing to do the right things.
Mind you, in the temp power collection phase of Lambda, the groups very frequently seem to get a bit scattered, which is very dangerous. Being able to survive solo, at least for long enough to get back to the group or vice versa, is quite useful. I suspect that will be less of a problem over time. People will probably eventually memorize a pattern, and everyone will just go the same way every time. Not sure, though. Rules like "follow your lead Tanker" sound great on paper, but when your lead Tanker takes the wrong bank of elevators and gets completely separated from the group, you kind of have to improvise. I seem to be very off topic. I'm going to shut up now.
Otherwise, you won't be indestructible, but to be honest in the trials nothing is. If you get to the point that 9CUs have so much defiance they are shredding your defense, they will probably also be shredding everyone else. -
Quote:As it turns out, it just might.I don't entirely oppose merit based awards but I think they should be based on individual contributions rather than the contribution of your sub-group, especially in situations where the assignment of your subgroup to a particular task has a larger impact on your rewards than actual skill.
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Quote:The system doesn't have to be repetitive. It just isn't designed to recycle older content (except for the shard-bridge from standard to end game content). If the devs could have released I20 with fifty Incarnate trials, that would have been fantastic and no one would have to repeat anything. But they just can't generate content that fast.I don't understand why the system needs to be as repetitive as it is
Although I should mention, however, that there is actually a technical reason for the system being at least *somewhat* repetitive. For raids to work, there has to be enough participation to create critical density of players wanting to do the content. So actually, if I20 released with fifty trials, we couldn't actually be doing fifty different trials because there's not enough players to do that. Instead leagues would form that would do a bunch in sequence, from one to the next. If you logged in and joined a team in the middle of such a progress, you would have little choice or opportunity in doing something other than what that team was running along doing. That diffuses the players across a lot of content, creating other problems.
*Some* minimum amount of player-density is required for the end game. And while it probably could have been lower with four trials, or maybe even six, at some point the players would have been spread too thinly. And when you concentrate the players into a smaller amount of content, you will always create some theoretical repetitiveness.
Its actually the reason we don't just keep increasing the level cap. Among other reasons, more levels scatters the players across larger combat level ranges. You actually need a certain number of players to have a certain amount of levels, because the number of high level characters has to exceed a certain amount. Part of the technical reason why CoX end game is what it is, is because the devs have the challenge of adding higher "levels" to the game while still keeping everyone close to level 50 combat performance in at least some sense. We don't have the twelve million players it takes to have an 85 level cap. And even Blizzard was judicious in adding more levels. They have over a hundred times our playerbase and only 70% more levels. -
Quote:I didn't see anyone address this point but the answer is don't go Full incarnated on all of your 50's pick 1 or 2 (or even 1 per server) and focus on those there's no one saying that you have to incarnate out all of your characters.
You went full Incarnate, man. Never go full Incarnate. -
Quote:We're extremely likely to get more of the same. I don't think we're likely to get just more of the same, although the tendency will likely be for high-end end game content to be teamed, as it has always been in the past with trials, task forces, and zone events.Are you saying that we're likely to just get more of the same in the future - more choreographed multi-team trials, repeated a dozen or more times to unlock and slot new boosts? Is this sort of thing all I can expect from the future Incarnate content?
More sophisticated content will also filter down to lower levels: things like the two new task/strike forces for example. And as they add more trials there will be more opportunities to do different things to unlock the same slots and the higher slots. But fundamentally, level 41 through 50 was the same as level 31 through 40, but with different critters. If you didn't like 31-40, 41-50 was going to be more of the same. Interface through Lore is not going to be identical to the rest of the slots up through Omega, but on the other hand if you don't like the end game so far, I'm not the one to blow sunshine up your skirt and say the other slots will suddenly become magically totally different, because I don't believe that to be a true statement.
If you like and prefer the standard game, its still there and will still be added to, just like they still add level 20 content and level 40 content. They will still add level 50 content that is not an incarnate trial periodically. But level 50 has to share time and resources with the incarnate system now. -
Quote:To be fair, its six runs each of two different trials. And "the most basic set of boosts" in the Incarnate system are not trivial. Its not like the difference between SOs and purple sets. Its more like the difference between set IOs and purple sets.I disagree when you say that 12 successful runs per character is not a big number. That's probably more than I have run any single Task Force on a single character throughout my entire stay in this game. In my opinion, that's a lot of times to run one set of content just to slot the most basic set of boosts.
Even six runs each might be too much for you, but I didn't say 12 runs would be acceptable to everyone. I said it wasn't a large number of runs to expect players to run to unlock all four slots *and* slot common powers in all four slots. Its only 50% higher than the absolute minimal floor of eight runs to perform the eight tasks of unlocking four slots and slotting four common powers. Below that level would be objectively degenerate game design, which is another way of saying objectively stupid without margin for subjective interpretation. 50% higher than the level of effort which would make the devs provably idiots is about as low as you can comfortably go as a game designer.
Quote:I like variety. We had it with the Alpha slot - literally any endgame TFs or missions offered significant progress toward it, and I found myself progressing just by playing my Alpha-unlocked characters. I found myself progressing a lot if I went out of my way to run the WST once in a while.
Understand this: if you don't like or want an end game system, that's a personal preference choice, and that's fine. But if you are saying you wouldn't mind the end game system if it would allow you to play the standard level 50 content and still make the same progress, you're actually asking for something that is contradictory on a fundamental design level with the notion of actually adding a distinct end game system. The end game system you want, we already had, and still have, which was just more of the same. The current end game system is for players who wanted more than just more of the same. -
Quote:Actually, the figures I quoted above are that I am getting on average about 16% of Judgment per BAF, and for calculation purposes only assumed 13.3% per BAF, which is right in line with your experiences. I'm assuming you keep all your drops whatever they are, hoard any Empyreans you get, and break down all Astrals to get those progress figures. 4 threads and 3 astrals is 16 threads which can convert into 50k * 16 = 800k iXP. Assuming you get even 8% of Judgment from a really bad BAF, that is still 120k, for a total of 920k iXP, or 61% of Judgment in one run.Agree with so much you provided there, Arcanaville, but I wanted to share my own experience here. I started the trials late and with virtually no good research, so as a casual "noob" I was probably pretty close to what some others would experience. I just "went where everyone else went and did what everyone else was doing." The result:
- The Lambdas regularly gave me 35-55% progress for Interface... pretty close to what you experienced here. Lambda groups regularly cleared the map before entering the facility, so it tends to farm iXP rather well. We also weren't very good at taking out the reinforcement doors, leading to more iXP. In the runs that had the reinforcement doors shut down quickly, I saw notably less reward.
- The BAFs were all successes, but I rarely got over 15% of my progress for judgement. The reason: seems to be 1) you destroy far fewer NPC's in the first phase compared to Lambda, 2) "following the crowd" means concentrating fire on the AV's, not their reinforcements, in subsequent phases... losing a significant chunk of potential iXP. That changed on my third and fourth BAF's... when I started to make my own judgement of what needed done. My SR scrapper varied from attacking the AV to taking down the reinforcements that were decimating the squishies. Not only did I get get almost triple my usual jump in the progress meter, but those netted my first rare and very rare rewards.
People that are new to the BAF and reluctant to diverge from (following the crowd) as I was are probably seeing similar bleak progress. I'd bet that your experimentation and testing is giving you a more comprehensive experience, and therefore more reward.
What some people aren't fully realizing, and even I did not fully appreciate this fact at the start, is that Astrals are the #1 source of threads from every trial run. You are getting between a dozen and twenty threads just from Astrals, and they fall fast. Astrals all by themselves can unlock Judgment in two good BAF runs with no help from thread drops and direct iXP. When Lore unlocked on my main I decided to immediately craft a rare pet. I had a rare drop and untold uncommons, but no commons and only a few threads left. I basically created all seven commons using astrals all at once. I burned 35 astrals in one buying spree, and still had dozens left over. -
Quote:1. You do not need any special character or build to participate. Even an SO-slotted concept build can contribute sufficiently meaningfully to gain typical rewards.I was going to respond about how I 100% disagree on the tip missions and then I saw:
"The devs decided to create a highly casual friendly endgame system. "
Then the post lost all credibility.
I don't know how even the most ardent supporters can classify that system as "highly casual friendly".
2. The trials have no special preparatory requirements or recommended steps prior to execution, beyond amassing the appropriate number of players (like, say, collecting EoEs prior to a Hamidon raid).
3. The trials do not require specific player skills beyond what the rest of the game generally requires.
4. The trials do not require special out-of-game coordination, such as voice chat, to complete successfully.
5. The trials do not require substantial practice to complete successfully.
6. Failure grants a substantial percentage of the total possible average rewards.
7. The Incarnate power and slot rewards ultimately associated with the trials have entry-level variants that are a substantial percentage of the maximum possible reward and can be acquired in relatively trivial amounts of time relative to leveling time.
Quote:Yeah, but you only have to run the ITF twice if you want the associated rewards. Add up all the successful Trial runs you need to perform if you want the rewards there and you start to see why people think it's hardcore.
Eliminating things like Master runs and such, I'm averaging well over 350k iXP per Lambda, and over 200k iXP per BAF (i.e. the numbers are closer to 440k and 240k respectively). Those averages or better hold for all the runs I've done on an energy blaster, a single target focused MA scrapper, and an Illusion controller, so I believe they are likely to be reasonable average statistics. Assuming four threads and three astrals per run and 50k iXP per thread conversion and no component breakdown, the average number of trial runs necessary to unlock the four slots at those numbers would be:
Judgment: 1.5 BAFs
Interface: 1.3 Lambdas
Lore: 2.3 BAFs
Destiny: 2.0 Lambdas
Total: ~ 4 BAFs and 4 Lambdas.
In other words, four pairs of runs unlocks all four slots. And how long to get at least a common power slotted in all four? Assuming your average drop is a common drop, each run nets the equivalent of 36 threads per run. It takes 60 thread-equivalents to slot a common power, so four takes 240 threads which is 7 runs. But your first eight to unlock generated eight common components (since I didn't count breaking them down) so actually you only need 120 thread equivalents or about 4 more runs.
That's a total of 12 runs to unlock four slots and slot four common powers, averaging three trial runs per slot. The worst case scenario is you get uncommon drops on every run which are only worth nine threads on average via breakdown, in which case it would take about three more runs total.
Whatever other problems the trials have, being "hardcore" isn't one of them. The are somewhat more complex than the standard content in terms of the task requirements per trial for successful completion, but only because the vast majority of standard content has zero gameplay requirement complexity beyond finding your way to the mission objectives. Casual != Solo. The fact that the trials are teamed content does not automatically make them hardcore. 12 is not a big number. The fact that some players want to do all twelve in one sitting does not make the system itself hardcore. A player who does two on saturday and two on sunday and spends the rest of the week doing something else or nothing else entirely would be 2/3rds of the way done with slotting commons in all four slots of a character. In terms of *speed* of progress you really cannot ask for anything better than that. Or rather, you can ask, but you won't get. It is actually too casual to function as an end game system for any MMO except probably this one.
Now, if someone wants Very Rares slotted in all four slots in multiple characters then its not the system that is hardcore, they are. -
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My number reads "01". I was saying for months that the devs would be crazy to add rewards to a player-authored mission editing system, before the devs announced they were adding rewards to a player-authored mission editing system and proved that neither of us was as smart as anyone thought I or the devs actually were.
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But if the person I was responding to was willing to count that, then there has been solo story arc content added in every issue, including every week since I18 released.
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Quote:First of all, confirmation bias presumes I had an initial bias to confirm. In fact, I had no idea what the data was going to say, and in fact if you read my post you'll see that I threw time in there almost as an after-thought: I assumed influence would show the stronger signal.This still smells like confirmation bias to me.
Your sample leads us to believe that the determining factor in measuring "participation" for purpose of weighting reward rolls isn't enemies defeated, just raw time spent in the trial, and that spending a large amount of time in the trial leads to better rewards.
Second, its highly unlikely that pure time spent in the trial would be the direct determinant in your reward table, so I specifically discounted that possibility in my post. The most likely possibility is that the longer trials were also different in some way that was the true determining factor, and I said so. Concluding I implied anything different contradicts the actual text of my post.
Quote:In your sorted-by-time table, compare the first result to the 11th result: the first result got only 10% more inf, but spend nearly twice as much time in the trial. Your conclusion based on this appears to be that spending more time in the trial caused the reward table to be weighted in favor of rarer rewards. Does seem like sensible design to anybody?
Aside from that, with a sample of only 13 runs it is in fact quite likely that the results did or could occur randomly.
Quote:edit: you're also waving away the fact that the correlation disintegrates completely in your BAF results.
The Lambda signal is unambiguous. The BAF data is only meaningful if you trust my past credibility detecting problems, which I'm not asking anyone to do.
And I should mention that just the unordered distribution of drops is statistically significant. Three common drops out of 21 runs is unusual if common drops were intended to actually be common and randomly awarded. Three rare and five uncommon out of eight BAF runs is itself highly suspicious albeit not conclusive. Taking all these observations together leads me to conclude there's enough evidence to assert the drop tables are not completely random. -
Quote:Everyone keeps saying that AoE is king in the trials. Shouldn't your most effective attack be Whirling Hands, not Energy Transfer?It is still that w/o being able to effectively use these attacks, the EM toon does not contribute very much to the team
In any case, my MA/SR scrapper can get decent use out of Eagle's Claw in the trials, and while its cast time is not as long as Total Focus, its comparable to Energy Transfer. I find it difficult to believe I can use EC effectively most of the time, if ET and TF are ineffective most of the time.
Not even the fastest teams I've been on are vaporizing the bosses in the trials instantly, so my scrapper targets them specifically. My attacks land on live targets most of the time. And there are large sections of the trials when the league is not concentrated enough to defeat targets fast enough for this to be a problem either way in my experience: fighting the AVs or the escape phase in BAF, gathering weapons in Lambda, fighting Maurader in Lambda. I even consistently land EC on the turrets in Lambda, because they never go down instantly. -
I have a partial solution to the problem, but I honestly haven't had an opportunity to discuss it with the devs. I was thinking about it when thinking about how to fix negative stealth. Which I think I might know how to do also.
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Quote:That's not really the issue. The issue is that because we *always* get to choose which common, which uncommon, and which rare components we get, the number of different kinds of commons is irrelevant unless you accidentally pick one you later can't use. In other words, you can make mistakes, but except for mistakes the system would present the exact same costs to every player even if there was only one of each. That's not true with the invention system because we get random drops during missions. We could use them, or we could sell or trade them. We don't get to decide what are drops are, so the different kinds have meaning.I tend to think of it this way. This is just a continuation of the existing salvage system for IOs.
Threads = infamy.
Incarnate Components = Invention Salvages.
Incarnate Tiers = IOs.
CoX has been using this system for years and I could imagine that the devs are just sticking to what they already know. It might be even easier to just use a variation of an existing system as opposed to creating a brand new one.
In the current Incarnate system, they have no meaning except to offer more possible ways to choose the wrong thing. That would be acceptable if it was there for flavor, but flavor should be transparent to the players. Players should have some idea that if they are going to construct a psionic pet, they should probably get the psionic rare component. Otherwise the extra detail is not serving a useful gameplay purpose.
Part of the problem is that errors can be immensely costly. If you get a Hamidon Goo drop but you really need Pangean Soil, you sell the Goo and buy the Soil. No one bemoans getting "the wrong" rare drop in the invention system because stuff can be bought and sold, and more importantly there is usually not radically dissimilar costs for comparable items. You can only convert and breakdown Incarnate components in your own inventory, and the asymmetry between creation and breakdown is very high. It costs 60 threads to make an uncommon. It breaks down into only 9 on average. If you pick an uncommon from a drop table and then later decide to make something that uses a different uncommon, your error just cost you 51 threads. Almost the entire cost of the uncommon in the first place. If you pick the wrong rare, you've screwed yourself to the tune of over 300 threads. The difference between having the wrong rare and having no rare at all is almost nothing.
Perhaps one way to partially remedy this is to offer "transmutation" recipes. Keep the breakdown values the same: if you really want to break a component down into the lowest form of incarnate currency, you're not going to get much. But suppose you could turn any uncommon into any other uncommon at the cost of that uncommon and, say, 6 threads. Suppose you could turn any rare into any other rare for the cost of that rare and maybe 30 threads. Something like around ten percent of the cost of construction. That's not bad, and it means if you want to think ahead and figure it all out ahead of time, you'll do a little better than someone that just picks randomly. But even if you pick randomly, you'll still get about 90% of the value out of those components even if you later have to transmute them into other flavors. The flavor then becomes just that: mostly flavor. -
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Only to the extent that the entire game is a farming system for XP and rewards, just with different skins.
Quote:What needs to happen is either shards or threads goes away. I don't care which, it is stupid to have mixed currency. Then make it a gate to run the Trials and get the shiney unlocked. Once you do that let you run anything you like - yes even Fire Farm xxxxxxx for your enjoyment. -
Quote:Technically speaking, your holds "affect" the AV whether they are actually mezzed by you or not as far as the game engine is concerned, because you have incremented their mez attribute. My guess is that the devs probably haven't added a monitor to check to see if you actually mezzed the target, because that would be complicated (if I hit a boss with a hold and then you do, do you get credit for the mez and I get none - that sort of question is the kind of question I would not want to delve into if I were the devs).And if it is tied to how much my powers affects the AV, when the AV is pretty much immune to controls, I'll be extremely ticked.
On the other hand, I will say that sometimes the devs take an expedient path that they feel is "good enough" even if it has significant problematic corner cases, that I wouldn't take. So I cannot really say what is the most likely algorithm for the participation algorithm if it exists (I assume it does, but I cannot prove with 100% certainty that it does). -
Quote:Its clear to you, and if you wish to quit on that basis, that's your prerogative. Just like it was clear after I9 that this game was going to focus on nothing but gear, just like it was clear after I18 that this game was going to focus on nothing but Praetoria, just like after I11 it was clear the devs didn't want to make any new content anymore and was just throwing Ourorboros at us to package up old content as new content.With Issue 19 and 20 however, it's clear that the mindset has moved completely towards building these extremely frustrating and difficult incarnate missions and pretty much ignoring the rest of the game - sure two task forces were added but that is pretty much it in terms of content for this issue - and not everyone likes to team but the lack of solo content since issue 18 is for another thread.
Of course, I'm wondering how you managed to survive the four issue and 17 month gap between Issue 13 and Issue 17 when there was also no solo story arc content added to the game.
Quote:Not sure how well that will work out for them as this game is already on the older end, it seems like they want to keep the hardcore players interested at the expense of the casual player - but I'm not sure how many of those exist to cover the costs of the casual players leaving.
In other words, they have decided to add something to the game that you don't like, and you could choose to ignore but choose not to. It happens. One day, it may happen to me, although my tolerant gameplay choices make it probably much less likely. Its not personal, and its not deliberately targeted at you, and its not specifically choosing one group of players over another. Its making an addition to the game that not everyone will like, just like all other additions to the game that not everyone ended up liking. I don't specifically enjoy the thought of losing anyone as a player, but neither would I sacrifice the end game to keep you, just like I wouldn't sacrifice the invention system to keep the players we lost to it, or Going Rogue itself to the players we lost to that.
I'm not going to ask you to stay. I'm not going to ask you to leave. You should do what you think makes the most sense to you, and there comes a point in most gamers lives when they decide to move on from a game. But if you're moving on because you think Paragon Studios is "abandoning" non-Incarnate content or solo players or casual players or whatever else, I'm saying you're leaving because of a false conclusion. But that is still your choice to make. -
Quote:You should have seen what we were telling people about MA back in the day. Consider that of your first three attacks, one used to lock you into a four second animation (Storm Kick), and one had almost no damage (Cobra Strike) we used to tell people that eventually, it got less bad.I don't mean to sound shallow but "It gets good later" always bugs me.
Less bad was an attack that knocked things out of melee range, an attack that knocked many things out of melee range, a melee ranged minion immobilizer that said it slowed recharge and lied about it, and the worst tier 9 attack ever in the history of the game, even if you include Frozen Aura in there.
For all the problems MA currently has, the people playing it today are playing a joy of a set by comparison to what it used to be. -
Quote:Actually, complexity is specifically what you want in a system you are attempting to fortify against min/maxing: a complex system won't have a single or small set of local minima and maxima, making such activities sufficiently subjective so as to radically reduce the advantage of doing them."Complexity" is not a positive trait in any system, and should never be regarded as such.
That has nothing to do with this subject, because this isn't a question of system complexity, but presentation complexity. Presentation complexity is supposed to be as simple as possible given the system requirements. I don't think the Incarnate one is all that bad, but its probably not optimal.
Here's the difference between the two. Suppose I offer you a choice: one power that granted you 8% resistance to all but toxic and psi, or a power that granted you the sliding resistance from one SR passive: from 60% health to zero the power would increase in resistance to those types from 0 to 20%. You get to pick one.
That's a simple presentation of a very complex choice. Any player can look at that choice, understand what the choice is saying, and decide. But good luck min/maxing it. That's *exactly* what you want in a powers system where you want people to make intuitive choices without being dictated to by calculators, but without penalizing them too badly for not calculating. The qualitative choice in the above situation is probably going to be no better or worse of an approach on average than 99.99% of all the players attempting to pick a calculated choice.
The complexity should not be in the choices themselves, but what those choices do. In that, I think the Incarnate crafting system is not ideal. Suppose you're leaning towards making Judgment instead of Interface, or Cores instead of Radials. It would have been nice if all Cores required Cantrips and all Radials required Detailed Reports, say, because then the components mean something. Plus, the physical slots are Interface and Destiny and the psychic slots are Judgment and Lore. So why do we have magical components? Shouldn't we have physical and psychic salvage, even if we're given the choice of both in either trial?
The problem is the "flavor" obfuscates, rather than articulates what the system does. It could have been given a better presentation while still keeping all of the flavor if the salvage had just been broken down into the same categories the powers are: Physical or Psychic, Total or Partial, Core or Radial.
I can imagine a system where crafting a common physical power required three common physical components, crafting an uncommon physical core power required two physical common components and one uncommon core component, a rare physical total core required the uncommon power plus a common physical component plus a common physical core component plus a rare total component, etc. Then you just give these things evocative names matching their type. The common physical component could be "Supercharged Capacitor." But the uncommon physical core component might be "Antimatter containment vessel" and the uncommon physical radial component might be "Quantum transponder" - something that would at least evoke "core" and "radial" in some way so people could get their handle around them intuitively. I'm sure there are better labels than that, but that's just intended to be an example.
But then again: I'm a dreamer about this stuff. I would have made "Core" do one thing really strong and "Radial" do lots of things weaker, and it looks like they were thinking that originally, but it didn't quite turn out that way. And "total" and "partial" don't make sense any way you look at it. How about "Focused" and "Sustained" which would imply the power was either frontloaded or lasted longer?
It really feels like the names were made up first before any notion of what the powers were supposed to do, and then the powers were made to fit the names to some degree. That kinda drives me crazy. -
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Quote:You're entitled to feel that way, just like all the people who felt the invention system turned this game into a crappy wow clone, and all the people who felt the mothership raids turned this game into a crappy wow clone, and all the people who felt that the LRSF turned this game into a crappy wow clone. I'll bet there were a few people who said that when WoW added their version of exemplar, it just turned WoW in to a crappy City of Heroes clone (a very, very, very few). Everyone's entitled to their perspective, but to me this sounds like someone saying that converting an F22 to run on biofuel turns it into just another crappy Geo Metro clone.I don't really know who is wrong or right in this case but I do know this.
i20 sucks.
I don't care if I'm winning or losing the BAF/Lambda trials, they're just boringly repetative. Even if this is addressed with new content being pushed out in a hurry (read WAY TOO SOON) I will never want to do these stupid trials again. I'm not even someone who does these 5 times a day! I do them maybe once a night, though I've taken a week off from the entire game now.
They've turned the game into another crappy wow clone with i20, and the best thing, the thing that brought me back to this game from wow, was the fact that it wasn't WOW!
I've taken occasional breaks from the game myself. Perhaps you need one. If you don't like running something but you feel compelled to do so, that's probably the best time to step back for a while. If you like the game, you'll come back. I always do. -
Quote:I also strongly stated my opinion that Willpower was far more powerful than virtually anyone was giving credit for. I was actually amazed it was buffed on release. I blame Starsman, although that's another story.I seem to also remember a lot of back and forth over Taunt back in the day, too, though that was a "Castle think Taunt works one way because the documentation said so, but it didn't actually work that way" and once player complaints continued enough he looked at it and it got "resolved". That was also a long time ago.
When it comes to looking at what players complain about versus truth, I'm regularly brought back to my experiences with Willpower in beta. Almost everybody was complaining that it was an underpowered set and that the forced downtime of One With The Shield made the set unplayable in high content, and so the Devs actually buffed it when what it needed was a slight nerfing to put it in line with the other sets (thankfully, part of that buff was one of those "not actually useful distractions" of adding Resist(Regeneration) to Fast Healing). I remember writing up a comparison of the set to the other ones (using Catwhoorg's DRR and one of ArcanaVille's survivability posts as guides) but it didn't matter, the majority of the player base said it was too weak. Yeah, I don't know what was up with that...
It's one of the things that has made me incredibly skeptical of player murmurings about balance without any kind of data to back it up. -
Quote:Well why didn't you say so in the first place? Of course MA wins there: that's *its* one real trick:I really enjoy playing a MA scrapper (Despite the fact that its not the most powerful).
I have trouble finding enjoyment playing the other scrapper sets. Maybe because swinging your sword in a different direction isn't as cool looking as the crane kick or swinging your sword harder isn't as rewarding as jumping up, kicking the bad guy in the skull and then back flipping off of their face....
YOU DON'T SERIOUSLY THINK I'M AFRAID OF YOUR LITTLE...
HOLY &^*! WHERE'D MY BRAIN FLY OFF TO!?!