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I had to laugh Bad_Influence when I read your original post. In a way, I can understand the feelings of the blaster. Many times on my blaster, I found myself holding off on Stamina a bit because there was always a fun new power I could get that could let me "blow things up" faster.
With me though, I'd slot some endurance reductions and play a bit more wisely to compensate for the fact I was still running without stamina. The player you mentioned is quite the tool. He could see he has a problem, but dismissed the solutions. It sounds to me like he's still relatively new. He hasn't suffered enough yet. LOL. At some point, he'll get tired of being tired, and will take some action to remedy it.
Even with me though (someone who has no problem putting off Stamina a few more levels), I almost always have started taking the Fitness line. I do it because I think ALL the powers in the fitness line are really really good. I get swift pretty early (or hurdle) because the increased movement speed is really really nice. On any character without a self-heal, Health is really quite nice. When its three-slotted, it cuts back on your downtime. At that point, Stamina doesn't feel like much of a sacrifice since it's so good and I already have the prerequisites. -
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A decent ramble, but the issue is, the game is on the RPers' side. This game focuses on the journery from 1-50 rather than endgame content, and even in that endgame content there's few raids and no race to get the best gear and loot.
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That's the whole point of MMORPGs.
If your goal is that end-game content is all that's meant to be played, and early content is just filler, then using any kind of leveling mechanic is bad design. If the goal is to play and have fun with level 50 content, then you remove the levels, start everyone out with all of their abilities, and then let them play that content immediately. It's not an MMORPG though, it's just another action games.
This game doesn't concentrate on the lower levels over the higher levels. There's just about as much to do at any of the levels, with level 50 having its own assortment of missions, arcs, task forces, trials, etc. -
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More exploitable than Battle Maiden, yes.
That's the point though - exploits *break the game*. They give an unfair advantage in whatever form (influence to spend on io's, badge accolades, whatever) to people who do them, above those who choose not to.
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Having 20 things aggroed to my tank as my team took them out was an exploit?
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No, having tanks *herd the entire Brickstown map of 5th into a dumpster* WAS.
Having watched that, been told as an emp/dark defender "we don't need you, go away" or merely, "don't do anything, just stand there, I'll take care of this" - both of those are insults.
Both of those were *broken*. that's why that was changed. The glory days of dumpster tanking are over and have been for more than half the game's history now.
We have *better* tanks, now. We have *better teams* now, with powers that a fire/fire tank didn't even dream of before ED and the rest of the changes.
Way more fun powers, and what's more, "fun" includes *everyone on a team regardless of their power choices*.
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I didnt say whole maps, maybe they should of made the AI smarter not just put caps on things? make mobs only follow so far?
my example is not an exploit but was changed anyways
pay more attention
and stop trying to shoehorn your fun into my fun, if you didnt find it fun dont do it, the tank that did herd that much found that fun. Do i agree you should be able to herd entire maps alone jump in a dumpster and put burn with no risk, hell no, but if i had a sonic defender now an empath and herded lets say 50 guys into a room that would be an exploit if i could do it?
stop being obtuse and see it from someone elses point of view
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Looking at it from your point of view though, it was still a broken mechanic. Let's say, instead of putting on an aggro cap or AoE cap, they made it so the mobs only moved so far and you were able to only pull one or two spawns. What would have happened back then? The tank would stand there, pull those mobs, and every one would concentrate their attention on him removing ALL risk for every other player. Defenders still wouldn't be needed (the tank, and everyone else, isn't taking damage). Controllers wouldn't be needed (why would you want to hold the mobs and keep them away from the tank?). Scrappers wouldn't be needed (why have someone with mainly single-target attacks when a blaster could hit them all with AoE's?). If you're a fire tank (and most tanks were), you didn't need anyone.
You say "improve the AI", but the main point was that with the incredible stats you could easily give your characters back then, there was almost no risk and challenge. Unlike today, where you have to work and invest time to get IO sets and purples, you just had to drop SOs into your powers. Six-slot your shields with defense, and you were untouchable. Six-slot your attacks with damage and pick up targeting drone for accuracy, and a couple attacks wiped out entire spawns. Six-slot holds for hold duration, and entire spawns became stationary cardboard cutouts.
I remember those days. That wasn't fun. -
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It took me over 500 hours to get my fifties, and I enjoyed them that way.
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Good for you. Unfortunately not everyone is you. Different people, different desires, abilities, needs and wants.
Newsflash not everyone wants to take 500 hours slogging through low level content to get to 50.
I'll let you on another little secret, If I had of thought after doing it that way once I would have had to do the same again, I would have switched to online battleship immediately. People talk about burnout from leveling to fast, well its nothing compared to the mass exodus you would see from the other extreme.
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I guarantee that if a player spent 500 hours before hitting 50, it was NOT all spent on that character. If by some tiny chance it was, they must have been actually not playing any content. They must have spent the time doing costume contests or something. If you're playing the regular game, on heroic, you'll 50 long before 500 hours have passed. -
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The point is, whether it takes you 500 hours, or 60 hours to make a level 50 toon, this game supports both. That's one of the things that makes this game great, and shouldn't be changed.
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I heartily agree! -
I look at it like this.....
How a player spends his time in-game is up to him. As long as there's no exploiting or harassment or griefing or something else against the EULA, it's their money.
With that in mind, whether or not a new player should powerlevel, I do have opinions on. If a brand new player came to me and said "I see people powerleveling all the time and I heard you can advance really quickly doing it. Should I do it?", I'd most likely say "no", but I'd first ask them "are you having fun right now?"
If they said "no" or "not really", I'd probably ask them what they consider isn't fun, and if it was that they thought it was too slow or boring, I'd tell them to go ahead and try powerleveling, they may find enjoyment then.
If they said "Yes", then I'd tell them they should keep playing like they are and not to worry about powerleveling. While people's definition of "fun" may vary, if they're having fun, then their goals are already met and there's no need to change anything. -
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I just renewed a few days ago after not playing for several months, and then the you(the devs) start releasing all these notes about nerfing AE missions and getting rid of badges, etc. I just ran my first AE mission ever tonight to try it out since getting back. I got a couple of badges for it. The server goes down and I read the forums in the meantime and discover some of the neat new badges I just got are getting removed. This annoyed me and got me thinking about some stuff.
You seem to be catering this game more towards RPers than anyone else. I'm not saying there is anything wrong with RPers, but they seem to be the vocal ones complaining about farming and whatnot. So you are cracking down on farming now. Five years into the game and we still don't have end day content. All the expansion packs are really more geared towards RPers as they are costumes and emotes. They don't add any new playing content. Even your stated goal for MA seems to be more about getting players to write stories. Another aspect of RP.
Let's focus on the players a bit now. Really who cares about farms? It literally does not impact ANYONE. Yet you state you got numerous complaints over the farm AE missions. So what? The game is not more fun the slower it is to level. I'm not sure if this is a concept grasped by everyone on your team yet.
Many of the playerbase just want a game they can pick up and play and move up quickly to try out their nifty new powers. They want new content and not the same repetitious floorplans over and over. None of these requests are new. MA offered this and now you want to nerf it.
Maybe you focus most of your attention to the RP fanbase because their desires are cheaper and easier to implement. But they are also the smaller part of the playerbase. They may very well be sticking this game out until it dies, but is that all you are gunning for?
This isn't a request to keep farming in the game or to nerf RP. I just think you need to focus more on a balance of content for players and RPers. Please stop focusing all your decisions and releases around the RPers of the game. Look at things a bit more from the side of the player. Let's not forget the game in RPG.
PS- I also recommend you all try playing a couple of characters from 1-50 without any dev tricks, just as a normal player, to see how grindy things are. Then go on a couple of farm missions with some friends and see how fun the leveling can be in comparison.
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A couple of glaring problems with your post:
1) There more to the game than either Roleplaying or Farming. You imply that if you're not a farmer, then you must be a roleplayer.
2) Costume pieces aren't just for roleplayers. We've had only two expansion packs in the five year history of the game. I'm not sure why you bring them up.
3) No MMORPG wants their players to hit the top level quickly. You say many players just want to level up quickly. That may be true, but ALL MMORPGs are designed so that you don't hit the top levels in a couple days, only to start whining to the devs that you want more. If you don't like that time is required for a high level, then you should reconsider playing MMORPGs and maybe concentrate on Unreal Tournament.
4) The changes in MA was incredibly minor and did not nerf it.
5) This part really amazes me. You don't want them to concentrate so much on RPers, but complain that they removed some badges from the MA?
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PS- I also recommend you all try playing a couple of characters from 1-50 without any dev tricks, just as a normal player, to see how grindy things are. Then go on a couple of farm missions with some friends and see how fun the leveling can be in comparison.
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Who is that directed towards? The devs? You're saying the devs aren't aware of how fast people level with regular content? The people who have built and improved this game over the last five years? The ones who put in all those mechanisms over the years so that players level faster than ever?
I think they're aware of how long it takes to level, and I don't think they have a problem with it. Many of us don't. -
I'd probably make an alternate build using just SOs or generic IOs, and then just travel the gameworld exemping down to teams of various levels and running content with them. Or design your own story arcs. Or run through arcs using Oroborous that you've never played before. Whatever.
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Everyone can't be an expert designer whose mission will appeal to everyone who plays it on their first attempt.
I made a mission just to be silly and cute. The next day, I read so many posts about what people expect to 5-star and 1-star due to mission content that I almost pulled my arc off right then and there. I'm glad I didn't because my reviews have been more positive than negative.
Then again, my title was outlandish enough that the snooty types would turn up their noses and pass it by. I'm told that allies dimish the overall rewards in a mission. Perhaps, the designer of those defender filled arcs either didn't realize this or he or she just thought it would be fun for "someone"?
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There were a LOT of defender allies in the mission, and I still got two levels from that one mission. I think, like what happens with confused enemies, you don't get full experience when an allie helps you inflict damage. But these guys didn't have attacks. They just followed you around, so all the damage was from me. Maybe I was getting lower exp, but it sure didn't seem it. I can't imagine how much I would've gotten if I didn't have to share it with TWELVE other NPCs.
The mission had an almost non-existent story, and it only had a single type of mob to fight, so it was pretty boring. It had a few 5-star ratings, but they must have come from friends, supergroup buddies, or secondary accounts, because it was pretty bad. I hated giving it a low rating (I really don't like giving low ratings), but I wasn't about to give it more than it deserved. -
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The MA isn't dead, I mean, I've been constantly invited to farming teams in it. Also, the farm nerf didn't remove farms, as 100% of the arcs I get invited to are farms or bomb exploits.
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In the last couple days, I found two missions out of the three or four that I played where you had allies helping you. In both cases, I had almost a dozen force field defenders following me around with dispersion bubble. One even threw in a handful of sonic defenders so that the 5% of attacks that did hit you had their damage reduced almost to half. As if that didn't make it boring enough, there was only one type of enemy.
If anyone's killing the MA, it's the players who make that garbage. -
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So after the big hammer descending on the MA with the last patch I haven't really used it. I just decided to go back and check it out on a whim. Not only is it empty, but half the arcs I choose do not even start. I'm guessing that they were invalidated when the patch hit and the players just decided it wasn't worth fixing them.
So great work on wrecking the entire thing. I doubt I'll bother with it any more, either. I get the feeling it's not worth it, much as the mission creators must have.
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I posted something similar elsewhere, but I'll say it here too....
I noticed a big drop in the amount of people in MA. I'd go to the one in Talos, and where it used to be full, there were just a few people in it. Atlas Park though was a different story. The place is still packed. On Freedom, Atlas Park almost perpetually has multiple instances because it's so full.
I don't think that many people gave up on it, as much as they just gravitated to a single zone. Naturally, some people do spend less time in it. When something is new and shiny, it's always popular for a while. Then it wears off within a few weeks and gameplay goes back to a norm. MA seems to be about on schedule.
Really, the only people who complain about MA are the ones who miss the Rikti Comm farms. The average player still gets a lot of enjoyment out of them. I took my level 11 tank to it, picked out a mission that turned out to be a farm, and got quite a bit of tickets from it. I rolled for about 15 recipes, several trays full of salvage, and got half of my powers slotted. Normally, most of the recipes I'd get would be for common IOs. Here, I was able to frankenslot several of my powers.
I know you're unhappy they "killed" it for you, but the changes were actually pretty minor. Two mobs were either removed or had their experience lowered, and a (still-generous) cap was placed on tickets. The changes seem reasonable to me and seem normal for the types of changes you'd expect for a brand new game mechanic. -
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.... wait'll you meet Romulus and his Pet NictiRecluse and his henchpeople are so many small, purring kittens compared to that Triad of Terror.
[/ QUOTE ]? really? i havent run a stf yet, because im lazy, but i have yet to see rommy not fall to a standard ground and pound. i mean, yeah his resurrection stun can be annoying, but last time even that wasn't as bad(with my 39 ice tank) so maybe it can be tough, but i must really be lucky, because my experience differed. of course, when you have 2 brutes with stacked fortitude, recovery aura and adrenaline boost, as i did one one run, you can do insane things
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I agree. Even with a horrible team we had, we managed to take down Rommie. There were a couple team wipes, but we stuck with it and did it and it was a blast when we did.
Ghost Widow though was brutal the last time I tried it. We kept trying different tactics, but just couldn't do it. We reached a poitn where we weren't dying anymore, but she would manage to do her heals. After a half an hour of pounding, she was still at full health. We just had to hang it up at that point. -
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You don't get recipes or common invention salvage. This becomes an issue at around level 32, when simple IOs become as good as even level SOs. It's fairly easy to keep your SOs updated with tickets, but you won't be replacing them with simple IOs, and thus spend money or tickets on their upkeep longer.
You are not getting badge missions or defeat badges in MA. This puts important accolades like Atlas Medallion harder to achieve. I recommend that you take time out around 23-28 to run the Moonfire task force a couple times, which usually helps a lot in getting your Slayer and Silver Bullet badges.
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I think I've gotten maybe two accolades on two of my characters in all my years playing this game.
Accolades aren't all that.
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Maybe you should get more. +20% HP or temporary +RES/DEF powers are really great and very useful. +20% HP helps way more than most people realize.
One of the reasons I stick to redside is that Portal Jockey, Task Force Commander, and Eye of the Magus are so annoying to obtain.
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Inventions pretty much do the same thing in terms of performance.
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Yes, they could. But you could still get those accolades and buffs, and add the IO bonuses too. -
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Twisted_Toon,
There is no right or wrong. However, if you're not capable of fighting non-stop with an attack/buff/debuff/control animating every moment that a enemy is within range, then you're not contributing to the team effort as much as I would want you to.
OTOH, I've been told before that the pace I run at is "excessive."
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That is where the "problem" is. not with Stamina or Endurance, but with the players' play style, perception and standards. Not everyone "has" to play at warp 9 every second they are in the game. Unless, of course, they play with you BillZ.
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Warp 9 (whatever that is) isn't necessary. However, being able to run from one spawn to another within a mission with no down time is. Regardless of AT and powerset, any player at any level ought to be able to run a mission from entrance to completion without stopping if they want to.
The game doesn't permit this. There is no reason for such restriction.
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That mechanic is prevalent in ALL of the MMORPGs. It's a basic part of the genre. Whether it's called mana or endurance or powerpoints or whatever, all players start out at a base level and build up from there. No MMORPG I know of lets you go continuously without stopping right from the beginning. You say there is no reason for that restriction, but all of the games do it. The reason is to let you experience that character growth that I just mentioned. If you want a game where that doesn't happen, then you'll have to look outside the MMORPG genre.
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Not true. I can even name one I have personally played; Guild Wars. No matter what level you are in that game, once you get out of combat, after a short delay, you begin rapidly regenerating both health and energy until you are full in a few seconds.
Enforced downtime is an unnecessary restriction.
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What about when you're within combat? You say you start regenerating energy faster after a delay, and it regenerates rapidly. That says to me that you still have an energy meter, it still runs out and can run out while you're within combat, and there's still a delay after a fight. Since you have to stay out of combat for several moments before it kicks in, your example still doesn't sound like you can just move from mob to mob to mob without stopping.
I personally don't think there should be any recharge at all on Rest. Since it takes several seconds to kick in, and because you're VERY vulnerable while doing it and it's not instantaneous, I think it should be usable at any time. -
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After Power leveling, I tend to play the game. I don't know what prohibts yall?
I can PL to 50 and then exempt down with my wikkid kool purple sets and play 1 to 50
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As could I. But the question was whether new players should be powerleveled. Someone who is very familiar with all the game has to offer is very different from someone who just signed up yesterday. And for those players that are seasoned and veterans, try to remember what it was like the first time you played. Did you feel shafted in some way because you leveled too slowly? Did you feel that those early levels were lame? Do you believe that, in those very first few days you played the game, that you'd be better off if someone pulled you aside and shot you up to 50?
Seeing as you all stuck with it, made it to 50, then did it again, I'd think that you were enjoying yourself. Even running around Atlas Park, when you're doing it for the very first time, is fun. It's all new and exciting and those first few weeks or months you play the game is unlike any other time.
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This is what I said on page 4 about if newbies should PL.
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You're right, I must have been running on automatic. -
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Twisted_Toon,
There is no right or wrong. However, if you're not capable of fighting non-stop with an attack/buff/debuff/control animating every moment that a enemy is within range, then you're not contributing to the team effort as much as I would want you to.
OTOH, I've been told before that the pace I run at is "excessive."
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That is where the "problem" is. not with Stamina or Endurance, but with the players' play style, perception and standards. Not everyone "has" to play at warp 9 every second they are in the game. Unless, of course, they play with you BillZ.
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Warp 9 (whatever that is) isn't necessary. However, being able to run from one spawn to another within a mission with no down time is. Regardless of AT and powerset, any player at any level ought to be able to run a mission from entrance to completion without stopping if they want to.
The game doesn't permit this. There is no reason for such restriction.
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That mechanic is prevalent in ALL of the MMORPGs. It's a basic part of the genre. Whether it's called mana or endurance or powerpoints or whatever, all players start out at a base level and build up from there. No MMORPG I know of lets you go continuously without stopping right from the beginning. You say there is no reason for that restriction, but all of the games do it. The reason is to let you experience that character growth that I just mentioned. If you want a game where that doesn't happen, then you'll have to look outside the MMORPG genre. -
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However this road has signs saying that private vehicles are restricted from driving on the road and the test you took to legally drive says you have to stay on authorized roads
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Red Herring. Powerleveling and farming is not a illegal in Co* so your analogy is frivolous.
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never said it was. In fact in my analogy the carpool lane, ie power leveling lane was just fine (it got you there the fastest and you didn't have to even learn to drive). the forestry road is the analogy for the MEOW team/exploit road.
Maybe my analogy could have been clearer, but nowhere did I say that power leveling was wrong, only breaking the rules to get somewhere faster was.
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Point taken, but it was never said that Comm Officers was an exploit. With as obvious as it was, and as much as it was talked about, nothing was done to hide that fact either. So someone would have had to steal the restricted sign, or they just forgot to post it in the first place.
I don't disagree that the Comm Officers offered to much reward, or debating that they should have been removed, but about whether it was an exploit or not. I don't feel it was.
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Well, the only definition that counts for exploits is what the devs consider it to be. They've stated that an exploit is when you use an unforeseen or unintended game mechanic to give yourself a statistical advantage that you wouldn't have in normal gameplay. Seeing as missions within the game have always had a mixture of enemies, creating a map filled with a single enemy that basically self-nerfs itself in that situation.... is an exploit. -
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I bet you solo Lusca in two minutes flat, too.
The ten minutes was a figure of speech; I've never actually held a stopwatch up to the screen when fighting an AV of any kind.
*cue dissolution of argument into "I can solo Romulus and all three nictus in 2 minutes, LOL!"
"Nuh-uh! I'm purpled out and I can solo him in 30 seconds!"
...ad nauseum.*
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Wow, how'd you know?! I can also solo the entire LRSF too! Without Stamina and in SOs only too!
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Newb!!!! I solo the Statesman Task Force on my empathy/psi defender in only 6 minutes, with only TOs! -
I keep debating speccing out of my snipe on my fire/ice blaster. I don't use it much, but there are sessions where I open a lot of fights with it to take out a pesky mob.
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After Power leveling, I tend to play the game. I don't know what prohibts yall?
I can PL to 50 and then exempt down with my wikkid kool purple sets and play 1 to 50
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As could I. But the question was whether new players should be powerleveled. Someone who is very familiar with all the game has to offer is very different from someone who just signed up yesterday. And for those players that are seasoned and veterans, try to remember what it was like the first time you played. Did you feel shafted in some way because you leveled too slowly? Did you feel that those early levels were lame? Do you believe that, in those very first few days you played the game, that you'd be better off if someone pulled you aside and shot you up to 50?
Seeing as you all stuck with it, made it to 50, then did it again, I'd think that you were enjoying yourself. Even running around Atlas Park, when you're doing it for the very first time, is fun. It's all new and exciting and those first few weeks or months you play the game is unlike any other time. -
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By leveling "normally" through content, you have plenty of time to get adjusted to each new power and use it enough to gradually get an over-all view of the interaction of your powers.
[/ QUOTE ] Most powers in the game don't need time to adjust to. For example, Blaze from fire blast isn't a tough power to figure out. It does more damage than the other blasts. There are many more powers like that.
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This is to say nothing about missing out on actually "teaming" with other people in order to learn to play cooperatively with various groups of players and archetypes.
[/ QUOTE ] Teaming isn't important to everyone.
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I'm not even going to go into the one-tactic mindset or just considering yourself uber knowledgeable because you have a 50 or a epic archetype character due to the fact you were power-leveled.
[/ QUOTE ] Maybe its not uber knowledgeable people and maybe this game is easy to learn. The basic mechanics are not rocket science.
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Spoken by someone who has spent time playing the game, who has progressed from level 1 through level 50, and who has already learned all of these things.
Blaze might be easy to comprehend. How about all the defender buffs and debuffs? Controller holds? The various armors available to tankers? Their weaknesses? The gradual progression from mobs that just do damage to mobs that have a huge assortment of mezzes? Someone brought up that nobody's missing anything by not being exposed to CoT. That's very arrogant and short-sighted as it implies that that person knows what's best for a new player. It's short-sighted because the CoT are one of the first enemy groups you encounter with debuffs, and they do give a new player a learning experience. -
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As Samuel said, I think the definition of "highly functional" is the problem. I think some people are calling being able to fire off three attacks in a row while teamed, "highly functional." That's not my definition.
My definition of "highly functional" is "able to stand there for ten minutes straight pounding on an AV such as Romulus + his Nictus pals, or the entire Freedumb Phalanx at once, without huffing, puffing, begging for blues, having all my toggles dropped, or any of the other bad things that occur when END bottoms out."
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That's a pretty big spread you bring up there. Three attacks without Stamina, 10 minutes of non-stop action with it.
I had no idea a 50% increase in endurance recovery would give you a 5,000% increase in efficiency. -
I've found Stamina to be a really really good power to have. Duh! I've also found that, depending upon the archetype and powersets, you can "sacrifice" Stamina for more versatility. Picking up more of a variety of powers on a character that primarily teams can give you a wider variety of options to handle different scenarios. You won't be able to move at as frantic a pace as if you had Stamina, but your playstyle may not require that kind of pace on all of your characters.
For example, one of my early characters is a stone tank. She went for a very long time without Stamina. Soloing, it was a very slow process as I couldn't attack as much as I did when I finally got Stamina (in the late '30's). But on teams, I'd concentrate on maintaining aggro. That was much much less endurance-demanding than concentrating on actually defeating the enemies myself. Since there are almost always damage-dealers on the team, my time was better spent just keeping all of the mobs focused on me.
I have a Radiation controller and defender. Both of them didn't take the fitness line because with Accelerate Metabolism (made more frequent by Hasten), I had better endurance recovery than Stamina offered, and it's available about 80% of the time. It'll be available more often as I optimize even more with some recharge bonuses and when I get an LotG +Recharge. By giving up the Fitness line, especially on my controller, I was able to take more useful powers. The nature of controllers is that with a control primary and buff/debuff secondary, there's a lot of variety that could be had.
On my blasters and such, I take Stamina because I already have the Fitness line. All of the powers in the fitness line are VERY good. On squishies without some form of self-heal, I value Health a lot since it cuts back on my downtime. I've found that between running out of hitpoints or running out of endurance. running out of hitpoints is far more detrimental in a fight. -
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Once again, how many Farm builds/PvP builds can go without stamina??
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If you only choose to use highly-optimized and highly-specialized builds as an example, then the argument would be "Stamina is needed for farm or PvP builds". -
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Zzzzzt! You forgot a very important group of people whose opinion counts very much: the developers and suits at NCsoft and Paragon Studios.
If newbies PLing either 1) causes them to leave the game earlier than they would have otherwise, thus denying them of the long-term potential cash flow of their subscription fees, or 2) causes other players to leave the game, thus resulting in a net loss in fees, then it's just plain not going to happen.
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sure, but not PL'ing may cause the players to experience CoT in PP, and other really bad low level content and quit the game - when they would have stayed if they had PL'd to 15 and gone to Faultline, or 35 and gone to RWZ.
There is zero reason to think that more players will stay in the game if they experience low level content than if they powerlevel.
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If that is true, which it's not, then there's zero reason to think they'll stay in the game if they bypass content entirely. Like I and Sam pointed out, it's not up to us, the seasoned players, to determine for other people what they should and shouldn't experience. They come to this game for a reason... to play it and see what it's like. You're advocating that they shouldn't play it and see what it's like, and just jump to later levels that you approve of.
Coming to a game to play, and being offered to be powerleveled so you don't have to play, doesn't make sense from any perspective.