Balanced

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  1. Balanced

    Issue 19.5

    Quote:
    Originally Posted by Arcanaville View Post
    If you're soloing all the way, yeah it is. If you're running task forces, actually not really.
    Well, "a lot of stuff" is not the most quantifiable threshold, so I won't argue the point. Still, my guess of 128 shard-equivalents is enough to constitute 32 common components, which represents a nontrivial amount of activity for many players.

    Now me...well, my empath has an Uncommon boost and enough components and shards stockpiled to reach the 128 shard target, though it may prove more efficient to spend some of his stash of V-merits on G'rai Matters once we see exactly what's required. My controller has a Common boost and, I think, enough stuff to upgrade it to Uncommon. The requirements obviously don't faze me.

    Good point about the level shift making it easier to accumulate additional shards.
  2. Balanced

    Issue 19.5

    Quote:
    Originally Posted by Neuronia View Post
    The amount seems to double:

    4 to make a Common.
    8 to make an Uncommon (+ the Common component)
    16 to make a Rare (+ the Uncommon?)
    32 to make a Very Rare (+ the Rare?)

    Yikes...
    The Common boost costs 3 common components, which is equivalent to 12 shards.

    The Uncommon boost costs a Common boost, 2 common components, and an uncommon component. That's equivalent to 12 + 8 + 12 = 32 shards.

    The cost of a Rare boost is unknown. I assume that it will include at least one Uncommon boost, plus other stuff. My guess would be that it will cost two Uncommon boosts, which would make its total equivalent cost 64 shards.

    The Very Rare boost costs "Any 2 Rare", according to the official Going Rogue site, which Teeko linked above. If that's still accurate, and if my guess about Rares is anywhere near the mark, that gives us an equivalent cost in the vicinity of 128 shards.

    Of course, stockpiling components as well as shards will help, but that's still a lot of stuff to make one Very Rare.
  3. One thing it lacks is critter-progression. You earn your gladiator with a badge, and there it is. You can't level it, equip it, or otherwise mess with it. Without a way to make progress, one of the major draws simply isn't there.

    I'm not saying that the devs should try to add anything like that--it would be like adding a whole new game to the game, in the faint hope that it would breathe life into something most people just aren't interested in. I believe it would be wasted effort. However, if they decided to try to resurrect it, adding a way to gradually improve the gladiators would be one approach.
  4. My sympathies and best wishes to those affected by the flooding.

    I grew up in an area plagued with backwater floods (slow flooding as opposed to flash floods), and I remember well watching the water creep up every few years, and wondering if the levee would hold it back, or the sandbags. Beyond a certain point, all you can do is try to stay safe, ride it out, and start cleaning up.
  5. Quote:
    Originally Posted by Samuel_Tow View Post
    In a way, I suppose it comes down to this: Were I convinced to go with Set Inventions, how much would I expect to HAVE to look for sets and enhancements below my level?
    You don't have to do anything in particular--you can mix sets within a single power (in fact, that's often a good idea, even if you're minmaxing set bonuses), you can mix sets with common IOs, you can mix them with HOs...all sorts of options. Some of them will be more effective than others, but which ones depends at least in part on your character and your playstyle. That said, given your criteria, looking at sets below your level for some things will likely get you better results.

    First, to clear up something about rarity: Rarity of a recipe does not always correspond to its price. Crushing Impacts, I believe, are relatively pricey (though the price is offset somewhat by the fact that you don't need any rare salvage to make them). Some rare recipes, on the other hand, are dirt cheap just because no one wants them.

    Now, as to what you get out of a set--let's take your comparison of Focused Smite against your common IO standard. I put them into Mid's, and got these numbers:

    Acc/End/3*damage
    Acc--42.4%
    Damage--99.08%
    End--42.4%
    Total enhancement in 5 slots: 183.88%

    Focused Smite (using the four IOs with a damage component), plus a Smashing Haymaker Damage/End
    Acc--43.43%
    Damage--97.19%
    End--47.06%
    Recharge--43.43%
    Total enhancement in 5 slots: 231.11 (Plus some particularly crappy set bonuses, because Smite is a lousy set for bonuses.)

    You get slightly more accuracy and endurance reduction, a tiny bit less damage, and a whole bunch of extra recharge for the same slots this way. Even with the lousy set bonuses, you come out ahead frankenslotting with cheap, lower-level set IOs. (I haven't checked the prices on Focused Smite and Smashing Haymaker, but Smite ought to be very cheap--Haymaker may be a bit more, since it has at least one bonus that isn't terrible.)

    Slotting with Crushing Impact instead (the 3 dual-aspects and the Acc/Dam/End), you get
    Acc--47.7%
    Damage--95.11%
    End--47.7%
    Recharge--26.5%
    Total enhancement in 4 slots: 217.01%

    You're still ahead, with one less slot. For a more concrete comparison, I slotted these combinations in Disembowel.

    Acc/End/3*Dam
    Acc: 112.14%
    Damage: 244.11
    End: 7.157
    Recharge: 10s
    (DPS 24.41, End/sec 0.716)

    4 Crushing Impacts
    Acc: 121.83%
    Damage: 239.24
    End: 6.9
    Recharge: 7.9s
    (DPS 30.28, End/sec 0.873)

    So, in this example, spike damage goes down slightly (4.87 points), but DPS goes up by 5.87, at a slightly higher overall endurance burn. All with one less slot, and you get some bonus hit points and global accuracy out of the deal. If you keep the extra slot, you can get 4 of those 5 points of burst damage back, along with more recharge, more acc or endurance reduction, and a 5% global recharge bonus. (Crushing Impact is a really nice set.)

    That's all looking at one power in isolation, of course--it doesn't necessarily mean much in-game, when it's part of an attack chain. It may help illustrate the point, however.

    Also, what powersets are you looking at? Most of the melee powersets have at most 5 powers that would take Crushing Impacts, I believe, so you would need to look at other types as well.
  6. Quote:
    Originally Posted by EU_Damz View Post
    I'ld like ONE power to have that to be honest! Of course the damage/effects on it would have to be quite large but boy it'ld be fun!
    Ooh--a new nuke that knocks the nuker up/back like the WSPDR generator explosions. I would use that even without any targets, just for the wheeeeeee. The only problem would be that a nuke doesn't recharge fast enough to use it as a travel power.
  7. Quote:
    Originally Posted by warden_de_dios View Post
    Is Sergeant Stanfeld Penelope or Preanelope's dad?

    The Rogue PPD are committing crimes to get their children and wives medi-port tech. Giving the handicapped and elderly medi-port tech is a noble deed, but compromise doesn't meet the Rogue PPD's goal unless all these fathers and husbands plan on crippling the family members they love the most.
    Actually nothing in what Stanfeld says specifically indicates children in harm's way.

    "Do you know what it's like to know that if you make one wrong move your kid isn't going to have a father?"
    This is concern that he (or some other officer) will be killed because they don't have a mediport link, leaving his child without a father.

    "Or that your wife could die if some freak looks at her wrong...?"
    This is concern for his wife's safety.

    Both are entirely reasonable concerns, of course, and you would expect that if both parents are living in Paragon City, that the kid probably lives there, too. However, no children are in evidence in the city, except for a kid who sells Mutant enhancements and a teenage psychic. Maybe most parents have sent their children off to boarding schools or to live with relatives in safer locales.

    Mostly, though, I was poking fun at the fact that we never see kids in the game.

    Quote:
    Doesn't Baby New Year count as a kid as well?
    No, ghastly abominations don't count.
  8. Quote:
    Originally Posted by warden_de_dios View Post
    I loved this story.

    I just don't really agree with the decision to give the medi-porters to the elderly and handicapped. The medi-porters should have been given to children. If covering all Paragon's childern with medi-porters would have put too much strain on the system, then medi-porters should be handed out to schools, so the childern are protected when they all gather in big groups in easy to find buildings.

    All those resistence fighters immigrating from Praetoria talk like good guys, but somebody willing to blow up a hospital to make a point is more then capable of blowing up a school in order to keep the kids off their lawn.
    What schools?

    What children?

    The only kids in the city are Penny and Penny. One is a reality-warping psychic and the other is a mutant with an army of other mutants she's boosted looking out for her. I agree that they should both have links to the mediport system (especially Yin, who's obviously more danger-prone), but doing so would not be such a huge matter that it would interfere with equipping the elderly and handicapped.


    As to the arc--it's great...but the final mission drove me to an all-new level of hatred for Castillo. My main has to buff up substantially to fight an elite boss, and Castillo kept making me start over, the schmuck. (I have to admit that he's got style, though.)

    The Titan was a good reminder of why mobs don't simply scale up and down seamlessly. At 50, Titans are not a big deal. Even an EB version wouldn't be especially scary for an EB. Exemped to 29, even with an extra 5 levels of powers, it was a serious threat.
  9. Quote:
    Originally Posted by Barata View Post
    Even with Mids, I have to go through and record all of my existing IOs and where they are so I can duplicate them there. It's still a lot of work you have to put into a respec.
    You can use Titan Sentinel to export your existing build from the game to Mid's now. It's a little touchy about inherent Fitness slotting, I found, but works beautifully in general. It's saved me a lot of time and effort.
  10. Balanced

    ATs and Genders

    Quote:
    Originally Posted by Chaos Creator View Post
    I've seen a couple as in male+female of stone brutes who play together. It was odd.

    What do they do? Bore the enemies to death?
    "LET...US...SHOW...YOU...OUR...WEDDING...PHOTO S"
    <enemy commits hari-kari after first slide of a bunch of rocks in formalwear>

    For what it's worth, my main is a defender who may be either male or female, depending on which twin is in charge. I don't make enough melee characters to really have a valid sample, but my other characters are a pretty even mix, I think.
  11. Quote:
    Originally Posted by Techbot Alpha View Post
    Oh god, not until they make the A.I. better than 'Pants on head retarded' XD
    I have a necro with Group Fly. I call his pets zombombs, and derive a certain amusement in watching them trail farther and farther behind, then abruptly go plummeting down on some unlucky soul's head.

    It actually is possible keep them all close enough to fly, by the way, but it works more like a slow version of teleport--you set yourself to autofollow one of them, then give the whole lot goto commands targeted in the air in the direction you want to go. They fly a while, you follow, then you click again while they swarm around a spot in the air like a bunch of gnats. It's possibly the most inefficient way to travel in the game, short of Walk...and Walk looks better.
  12. Quote:
    Originally Posted by je_saist View Post
    Okay, anybody else taking bets that Marcian convinces the cast of Glee to come and sing at the developers during the next Comic-Con meet and greet?
    I thought Marcian was the cast of Glee, playing and posting as a sort of unholy musical hivemind.
  13. Quote:
    Originally Posted by Wicked_Wendy View Post
    Well yes all those would be fantastic Balanced but I think you may, or may not, be doing what some others are and confusung the Alpha slot with a new power...
    Now if they do come up with future slots that act like additional powers it would be great. Like you mentioned an added Nuke, extra pet or whatever would be really nice but I would imagine they will just find different powers to enhance like they have done with the Alpha.
    I know quite well what the Alpha slot is and does--in fact, I'm using Cardiacs on my main like you are, and getting much the same result.

    The examples I gave were actually based on things we have seen (via leaks) for other Incarnate slots. I've seen the in-game info for several Judgement powers, for example. Those are the ones we know the most about, and at the time, they were essentially nukes--GR site says it "Grants new upgradeable area of effect (AOE) powers." They are, of course, subject to change, but the fact that the devs have said the first ten slots are "designed" (though not necessarily implemented) suggests that at least the types of powers they will grant are fairly well established.

    Now, that doesn't mean they can't include slots that provide general buffs--I just think that if they do, they will work differently from the Alpha slot. My personal and completely unfounded speculation on the Vitae slot is that it will alter base stats, AT multipliers, or both. That could provide many of the same advantages you're talking about, but in a different way, with different implications. It would be distinctive, and thereby more interesting than just another Alpha slot.
  14. Quote:
    Originally Posted by Wicked_Wendy View Post
    The chances are each new slot will have it's own unigue power enhancers but even if a few were just copies of some of the Alpha slot abilities can you REALLY say being able to enhance every attack you have so it does 45% more damage, uses 45% less end, recharges 45% faster and is 45% more accurate is boring?
    Yes, I can. It would be convenient, certainly, but not particularly interesting--it would be more of the same, when we could instead have semi-custom nukes, pets, universal procs, or any number of other things that would increase our effectiveness as much, but in different ways.

    Like I said, I'm enjoying the current Incarnate stuff, and I like what the Alpha slot is doing for my characters. I definitely want variety, though.
  15. Quote:
    Originally Posted by Wicked_Wendy View Post
    Of course we have no clue exactly what those next slots will actually offer....
    Oh, I wouldn't say that. Thanks to a few leaks, we've got a pretty good idea what the Judgement slot is going to be. We've also got hints about the Lore and Interface slots, I believe. Nothing official, of course, and nothing is certain until they go live, but we do have a few clues. If those clues are anything to go by, none of the other slots will offer the same type of benefits as the Alpha slot--which is a good thing, in my opinion. "Another Alpha slot" would be rather boring.
  16. Quote:
    Originally Posted by Flarstux View Post
    Or does it do something and I just didn't notice? My tanker didn't seem any tougher. His enemies didn't seem to fall any faster (yawn/Dominatrix/yawn). His powers didn't seem to recharge any faster. He still ran out of endurance if I forgot to fire off Power Sink every now and again.

    So... Alpha what?
    It does a couple of things unslotted--it opens a third build for you, and it unlocks the Apex and Tin Mage TFs. (Of course, I don't recommend actually attempting those TFs until you slot it, though if you're yawning, maybe fighting a bunch of effectively +8 enemies is what you need.)

    But no, it does not buff your character until you put a buff in it. It enables you to enhance all your other powers, but you have to choose how to enhance them.

    Personally, I like it. Even the common boost made playing my main more fun, and the uncommon is better still. I enjoyed Ramiel's arc, and I didn't find the process of acquiring components too tedious, even though I made most of them from shards.
  17. Quote:
    Originally Posted by MrCaptainMan View Post
    I too love Sentinel. Respecs are like bathing in warm honey now.
    You mean, they sound appealing until you actually think it through?
  18. Well, I can explain why I wanted to get a boost slotted as soon as possible--I knew from playing with it in beta that it makes my main character more fun to play. It alters his performance in a way that I find pleasing. Thus, getting it sooner means I can have more fun sooner.

    Of course, that doesn't mean I got all flustered and angry at any delay in getting it--I was perfectly prepared to work my way to it solo, if need be, and mostly did so in the beta. However, given the rush on TFs, I was happy to take advantage of the available opportunities to get it sooner.
  19. Quote:
    Originally Posted by IanTheM1 View Post
    The Silos from Faathim's reality? That one's just odd. Heck, a character that just name-drops Faathim to begin with is notable. But why would there even be a Mender Silos to go along with the Shadow Shard?
    The Shadow Shard is not Faathim's reality, as I understand the matter. Faathim--and the other Aspects we have encountered, I believe--are analogs of Rularuu from various alternate worlds that the Ravager has subsumed and enslaved. The Shard is simply the place in which Rularuu was trapped when he was prevented from ravaging the Primal, not Faathim's home.

    (I have a pet theory that the Shard actually is Rularuu, but the weirdness is thick enough here already.)
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    The thing that bugs me most about inspirations isn't really that the game is balanced around them, but rather that certain encounters seem to be balanced around medium or large inspirations which have no good way of being acquired.
    I haven't seen any encounters balanced that way--there's no qualitative difference between the different sizes of inspirations, after all. You just need more of the small ones to get the same effect. I've never needed more than a tray of the small ones for any single task, though it's certainly convenient to have bigger ones--fewer clicks, fewer restocks, and the option to pack a little more variety.

    That said, there is a perfectly reliable way to stock up on medium inspirations--Kora fruit. Kora missions are repeatable, and one mission can provide a dozen or more medium inspirations. Some missions provide a variety (which can be converted to the type you want), and some offer a single type (allowing you to keep a more literal "farm" mission to restock that type more quickly).
  21. Quote:
    Originally Posted by UberRod View Post
    Although I was not able to take him with my emp/dark blast defender. Even with Dominate, if he got free he would 2 shot me. And this was in the hall way far from the clones. Not sure what I was doing wrong there...
    I didn't have any trouble with him on emp/dark/psi, but I was hover-blasting and I immobilized* him pretty quickly, so he never got in melee with me long enough to do much. He hits pretty hard up close, I gather.

    *Yes, in the lava, but I blasted the copies, too, just for good measure.
  22. Quote:
    Originally Posted by Leese View Post
    I gotta ask, what's Holtz even DOING in this mission? Is he rogue? Did he try to return the Honoree to the Rikti or something? Because he's in the middle of this huge group of Rikti portals, and neither he or they seem to care.
    Quote:
    Originally Posted by Lady Grey
    We recently had an issue where a container holding a connection to the Well was stolen. We believe it was the work of a rogue Vanguard captain named Captain Holtz. He may have also been working with Crey.

    Gaussian has been working on tracking down the captain, but we cannot risk sending in our own soldiers to track Holtz and the item down, given that Holtz had a very high reputation amongst his men. If you help us track down the container and the rogue captain, I will tell you everything you need to know. Are we agreed?
    So, yes, he's a rogue. The full details of his movements aren't explained, so it's not clear how they ended up in a Rikti base, but I would reconstruct it something like this:

    Holtz and an armored detachment of Crey personnel extracted the containment unit holding the Honoree in stasis from the Vanguard base. Something compromised the containment--transport damage, Crey tampering, or even it simply requiring the support of the base to keep it online--and the Rikti were able to sense the Honoree's presence. A Rikti strike force was sent to retrieve the containment unit, and managed to teleport it to their base before Holtz could stop them.

    Holtz had some means of tracking the containment unit and located the base before the unit was destroyed. Holtz and the Crey infiltrate the base and find the debris where the Honoree broke out of the containment unit. The Crey forces stop to analyze the debris in hopes of finding another way to contain the Honoree once he's recaptured. Holtz presses the pursuit.

    Holtz finds the Honoree, weakened by his original capture and containment, and is about to recapture him when Rikti portals open--the Rikti have detected the incursion and launched a major counterattack, but they find Holtz holding the Honoree hostage; in his weakened state, Holtz could kill him, and the Rikti are reluctant to risk it. A standoff ensues, and we walk into the middle of it.
  23. Quote:
    Originally Posted by Techbot Alpha View Post
    Yeah, of all powers in the game, Curse of Weariness has to be up there for 'Most Cheaty'.
    The Curse sucks, I'll grant you that. If you don't have the counter, you're almost certainly better off retreating until it wears off; I think its recharge is much longer than its duration--at least, I've never been hit with it twice by the same foe, even if I wait it out.

    When I ran the mission with my emp/dark on live, I foolishly forgot about it and didn't pick up the Cursebreaker before going to the mission. When it hit, I got stubborn and fought it out...but I was only fighting Holtz, and Recovery Aura was just enough to get me through it. Once Holtz went down, I waited for the Curse to wear off before tackling the Honoree.

    On the other hand, it is a standard Vanguard mob power. We may hate it, but the devs didn't cook it up just to make this mission nastier.
  24. Balanced

    So sad...

    I've run the mission many times with my empath. At +1/x3, it was...challenging, but not outright deadly. I didn't generally run it that high, though. On the whole, I didn't have any trouble with it.

    That said, the spawn behavior in it was highly erratic, resulting in an uneven play experience with the mission--one player might get a long, boring stretch between spawns, while another had them spawn almost simultaneously on top of the character's head. It's good that the bug was fixed, because erratic behavior in software is a bad thing.

    If it turns out that the gaps between spawns are too long now, they could be shortened. They could even be varied, so that waves come at different intervals. If so, however, it should be done in a controlled and deliberate way.

    tl;dr: Challenge is good, but bugs are bad.
  25. Quote:
    Originally Posted by Nalrok_AthZim View Post
    Now, there's a power in the first Incarnate mission that basically adds 321 damage to every tick of damage you do. I think it's called Core Paragon Resonance or something similar. Coupling that with all the ticks of damage put out by my favorite series off attacks, I could usually melt the echoes in that mission in about 6 seconds flat.

    Glorious, I tell you.
    Now, further consider that Dark Blast has Tenebrous Tentacles and Night Fall, cone DoTs that can reach across most of the populated part of the map under the mission buffs. My emp/dark herded up the echoes and melted them with the DoT. Unfortunately, full Incarnation does not appear to remove target caps, so I couldn't get them all at once.