Barata

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  1. Quote:
    Originally Posted by REC View Post
    It does not matter if it is a second or third account, I have two accounts and access to three others of RL friends and family. If all they have is AE badges then guess what they have only done AE and the vet badges can lie if it is a second account but if that toon your grouping with is only AE then all they will have is AE badges because you do not get credit for any Dev Content Badges in AE....so look to see what badge they have accomplished due to damage taken or influence rewarded, that is usually a dead ringer for what they have mainly played. And you can always ask if they are a second or third account, I have never had a problem with people boasting about how many accounts they run.

    I feel that AE has way more positive impact on this game then negative.

    I am a casual player now and with AE I can now spend half the time gaining Recipe IO sets as to before I could not even guarentee that I would get a single Recipe IO set drop unless I did a task force and the majority of the time I do not have the time to sit around and run TF/SFs. AE has flooded the market with lots of recipes and therefor bringing the price down on many different items on the BM/WW. My example is Numena's Convalescence Regeneration/Recovry IO..info comes off me watching the market for villains on Freedom server....it used to be a 100million plus purchase off the BM now since AE the running on that averages around 50million...other Recipe Sets such as Doctored Wounds( heal ) and Crushing Impacts have all now reduced in price considerable because of the common gain from AE ticket rolls...for 70 tickets I have put plenty of Recipe Sets together and for those not aware this is the lowest roll ( Bronze ). To me AE has made it possible for me to take shots on all those recipe sets that I had no clue as where to obtain before outside of a lucky roll after a taskforce or just a random lucky roll ( which if your aware of the drop percentage for recipe sets is less than 10% for all mobs outside of AVs and some of the AVs are 100% and others are 0% so it depends on the AV you fight ). So MA has increased the flow of the market from my experience which is a positive thing for me and now I can find and obtain that orange salvage I need for my awesome Orange Recipe Set that I just obtained rather than having to spend apporx 1 mill or more on the BM/WW or just sitting around praying that I get it as a drop over hours and hours of play. This was a much needed thing for anyone that likes to craft in an MMO, which is something I like to do.

    Another thing is AE has brought back plenty of old time players that I started this game out with and I am not aware of one of them dropping out yet, will they...sure eventually because we all get bored with these games at some point.

    As well as I am so tired of the same old missions I been running since they released the level cap to 50 ( it was orginally 40 when it went live with all intentions of increasing it to 50 )...so now AE gives me the chance to run missions created by friends and other game mates which if your not aware of the AE mobs are usually way tougher than Dev Content mobs.

    Just because a few of you are unhappy that the only place you can find a pug easily is in AE is annoying, so you are just as aggravating to us MA lovers as we are to you MA haters.

    If you did not notice MA has brought quite a few new people to the game, hence another positive of the MA...any gamer mag review has called it groundbreaking and highly recommended to be tried out. So once again another positive in my opinion of AE...I have no problems working with new players if they are lvl 1 or level 50 PL AE toons.

    Just to let you that are asking for MA to be removed that there are plenty of us that love what MA has done for the game and that MA has plenty of positives for some of us...sorry for those of you that have not had the fun of playing all the Dev Content.

    Stop bashing farmers because they are also a big bonus to this game in more ways than one, they increase recipes/salvage and I have yet to meet a farmer that was unfriendly or unwilling to help if they could.

    I WANT THE DEVS TO BAND ALL THE ELITIST ATTITUDE PLAYERS....they can do that right, sure they can cause they are devs and they can do anything.

    Here is my two cents on this so be well and good luck....no matter where you go there you are.
    I read your post and had to wonder..... what game are you playing?

    I can think of few positive things that AE brings while you say it brings more good than bad. What good? Players who never leave a single building? You talk about them increasing recipes and salvage on the markets and driving the prices down, but I haven't seen that yet. If prices do go down, then recipes I want to sell I get less for, so it evens out. Bringing more people to the game? Who cares if the only thing they do is stay in that one building? What the heck good is another player in the game if all he's doing is running the same mission over and over again?

    I've been in this game since the beginning, and I can honestly say that AE has added more harm to the overall game than good. The only people who feel that its merits outweigh its vices are people who admit that all they do is farm. One single playstyle involving the most limited content in the game is the only thing that benefited from it, while the rest of the game deals with players who are in their 40's and don't even know how to get to a door mission (and who feel it's too complicated when they're told how).
  2. Quote:
    Originally Posted by Terman8er View Post
    Farming: Low Risk High Reward

    This is the jist of farming, as I understand things.

    I do farm, I have so many alts that I want to play and I am tired of the low level grind, but my missions are some serious high risk.

    In fact, no one has managed to live through one of my farm runs (excpet my farmer of course). That makes my mission high risk...right?

    OK, my real question is: What risk is there?

    There is no debt in AE so if you die...er...well, whoop-dee do!!

    Seriously...what risk is there in any AE missions?

    Perhaps if XP were removed from AE (hold up: fire proof underwear is around here somewhere).

    What I purpose is:

    Remove XP from AE missions.
    Leave Tickets in AE missions.
    Add regular salavage/enhancement/recipe drops to AE missions.

    Could this be abused? Sure...but ANYTHING in this game can be abused. Think about how many farms there were before AE. This isn't anything new, it's just easier.

    Anyways...that's my thought. Agree? Disagree?
    I'm not sure I follow your line of reasoning. You farm in AE because you're tired of the low-level grinds, but then propose to abolish exp from it.

    Besides not following your reasoning, I have no problems with removing XP from the MA. I tend to think massive leveling does nothing except burn people out faster. If you're already tired of most of the missions and just want to get to 50, then .... you're already tired of most of the game. Face up to it and take a break.
  3. I raised my electric blaster from 23 to 30, and my ar/dev blaster from 46 to 48. I did run one farm map at one point with my ar/dev blaster, but the tank left before we were done with the map, and I was very much less than impressed with farming. On my electric blaster, we did an AE mission that was pretty fun. It had the George Bush administration throughout the mission as AVs, with different villain groups to fight and some allies that helped.

    I actually didn't play much. I've gotten a couple characters to 50 before, and I have a lot of alts scattered all over the place, so I don't really place an emphasis on leveling. When my AR/Dev blaster got Long Range Missile, I spent probably an hour or two running around the Rikti War Zone using it on mobs and trying to drag spawns over to where Vanguards were hanging out. Just goofing around.
  4. A couple more thoughss on AR/Dev.....

    People say the to-hit debuff of Smoke Grenade is not worth slotting..... I question that. I think it depends on your build. SG has a 4.9% to-hit debuff. A tohit debuff stacks directly onto any defenses you have. Slotted, it adds roughly another 2.5% defense onto your toon, bringing the value up to over 7%. That's not bad. If you have defense from IO set bonuses, you can get some noticeable mitigation. If you're on a team with any defender/controller that either gives defense or debuffs tohit, it stacks right onto it. A lot of characters would jump at the chance to be able to add 7% defense to their character, and it's available to /Dev blasters. The additional slotted defense is not going to be of use for everyone, but it can noticeably contribute to a team and many customized builds. You just have to make sure you slot enough accuracy in it so the debuff sticks.
  5. I've seen some comments on how to get around the redraw issues, but from what I've read, I'm not sure there are any. I'm pretty sure weapon redraw time is added into the casting time so that attacks execute in the same amount of time regardless of whether your weapon is drawn already or not. This doesn't change the annoyance of seeing your weapon redrawn every time if you switch back and forth a lot between your primary and secondary, but I don't think it actually has an effect on DPS. I could very well be wrong though, maybe someone else can clarify it.
  6. I wanted to try a new blaster, so I made an electric/electric and just got him to 31. I don't have a problem with VS, I actually like it. It just keeps adding damage. One click and you have something that outputs a significant amount of damage over the course of a minute. It works in well into an attack string, especially on teams. A tank goes in to grab aggro, summon VS right into the spawn for a 20% damage boost, maybe supplement it with an Aim or Buildup if they're ready, then send in your AoE. It's not a game-changing power, but it is effective and differentiates the electric blaster from other ones even more.
  7. Early in the game, Perez Park was wonderfully fun for street sweeping. You'd enter the zone, then just work your way down the street with a team. It was heavily used until the Hollows were added. I could see adding some new features to it, like a contact with missions, and maybe a revamp of the maze since it's hideously frustrating at times.

    Some zones PP mentioned I think are fine. Kings Row is good, I don't see where anything needs to be done there. Skyway might benefit from a little tweaking. I can't see making TV a cave entrance... TV is the power generator for the city.

    I agree that Boomstown is a total waste. I don't recall the zone ever being popular, and right now it's a ghost town. A few contacts send you to missions there, but that's the only reason people enter. I understand Posi would prefer to create whole new zones, but I strongly recommend just creating a new Boomstown and replacing the old one. If not, just scrap it. At least it'll shave some space off the size of the client.

    When new zones are added though, they tend to be for both heroes and villains. I don't think they like making a new zone for just the heroes as we have so many right now, and I can't see them wanting to spend the time developing a new zone only one side could use. So whenever we do get new ones, I expect they'll be for cross-faction teaming.
  8. Barata

    Funny AFK

    [ QUOTE ]
    [ QUOTE ]
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    About 5 seconds ago someone typed

    AFK HEAD

    So... um... I typed AFK TAILS?

    [/ QUOTE ]

    Funny response, but I'm hazarding a guess that the "head" they were referring to is the restroom. In the Navy, maybe.

    [/ QUOTE ]

    See.
    I was thinking they were talking about something MUCH dirtier
    and so I was tryin to "lighten" it up a bit

    [/ QUOTE ]

    I don't think anybody would mind going afk for some head or for some tail. Those are the best reasons ever.

    [/ QUOTE ]
    Hey, you either bring enough to share with everyone, or you wait until we're all done.
  9. [ QUOTE ]
    QR

    Not a bad idea necessarily, but I think it would have to be something along the lines of making the drop rate better the further into the TF you are.

    Many TFs have first missions that would be farmed for days otherwise. See the first mission of the ITF for example. With fillers (we're finally getting rid of them, this could bring them back), many ATs could solo the first mission set for 8. Over and over again.

    Even with the addition of making it being based on how long you were in the TF, you would have to be careful lest people get to the end of the Doc. Q and then farm the last mission every night for weeks. Again, I don't think this is a bad idea per se, but we have to be careful how it's implemented.

    Better IMO, to give a chance for a purple based on completing challenge goals in a TF. Something like Kill 1000 mobs in the ITF or something.

    [/ QUOTE ]
    That last part sounds good. I refrain from suggesting that it gets tied to any one portion or goal of the task force because that just gives incentive to do that goal faster. So even making it so that the chances increase the further into the task force you get just means you have incentive to speed run the first half. An improvement, certainly, but not as nice as giving incentive to just play through.

    I had several task forces in a row where we speed ran them and it was VERY unpleasant. But then I got on one where they had a couple rules. The first was that there was no whining, the second was that we would play at the highest difficulty and always fight our way to the objective, and the third was no whining. It was a total blast steamrolling through all those mobs.

    Having an incentive like a better chance to get a purple from fighting those mobs could bring that playstyle back.

    Maybe for lower-level task forces they could increase the drop chance for rare recipes. That could pass the incentive onto the lower task forces too.
  10. Barata

    Carrion Creepers

    [ QUOTE ]
    Ive heard from many people this is one of the best mezzes in the game, but why is that so? What does it do so well to make it that way?

    Lemme know cause I wana make something with plant control if its allll that ^_^

    [/ QUOTE ]

    Plant control is pretty fun, I've never heard anyone complain about it. Carrion Creepers, in particular are VERY fun. I do think there's a bit of a design weakness in them though. They do a lot of knockdown, but your Flytrap will root mobs, negating the knockdown. Also your own powers do rooting, so you have to refrain from using some of them. But they do grab aggro, do damage, and totally mess up whole spawns.

    Plant control has some very nice features to it, and a couple quirks. The confusion power from Plants is probably the best in the game. It easy confuses whole spawns and recharges rather quickly. One of the immobs though requires the target be near the ground, making it useless against flying foes. Spirit Tree gives you a nice boost of regen. You can cast it and forget about it for a bit during long battles, and it'll supplement any heal you might have from your secondary. But it doesn't follow you like the other pets. These little things are tradeoffs because some of the powers are just so nice.
  11. In another discussion, we were talking about whether to make purples something purchasable with merits, and while typing, I thought of something that I couldn't see anything that was apparently wrong.

    It's become pretty standard to try to run task forces as speed runs because you get merits faster and can purchase your recipes. "Fun" isn't enough of an incentive for most people to just fight through a mission. What if there is incentive for fighting through the missions?

    How about if the frequency of purples dropping was slightly decreased for normal mobs, but moderatly or significantly increased for mobs within an instanced TF/SF mission? If you choose to speed run the missions for maximum merit rewards, that's fine. If you chose to steamroll through the missions fighting the mobs along the way, you'd be rewarded by a greater chance of getting purples.

    Maybe there would be no need to alter the frequency of the drops on mobs outside the TF/SF, I just thought that it may seem more palatable if there was a tradeoff because the purples are supposed to be ultra rare.

    Thoughts?
  12. [ QUOTE ]
    I wonder if this post will do much since at least Castle has me on ignore but anyways:
    most of you probably noticed how much purples and pvp IOs cost nowdays. Honestly simply running content you would mostlikely never come on enough money to pay all this. I am also not for helping certain korean "friends". So since it is not that easy to keep players from AE i would suggest:

    1. let players roll purples with merits/tickets
    2. let players roll pvp IO with reputation they get for kills

    Thoughts?

    [/ QUOTE ]
    I tend to hope the devs don't use market prices when changing things. Market pricing is totally driven by the player base. Personally, I'm starting to think that all recipes should be purchasable from any store and to just scrap the market entirely. I think back to when the game was virtually lootless, and there was a lot more focus by people on just playing. But since I doubt that'll eveer happen....

    I feel your pain that the purples and PvP recipes are too expensive. But when I play regular content, I wind up getting purple drops sooner or later, and I can likewise sell them and get either another purple, or a bunch of other things I want. I think I'd dislike seeing them being purchasable with merits. After loot was attached to task forces, most players try to run them as fast as possible, making them a lot less fun. The goal is to get in and out as quickly as possible so you can get your merits. If purples were offered for sale, they'd have to cost a LOT more than the current rares, which means the players will be trying even harder to speed run them.

    I just had an idea..... Increase the frequency of the drops for mobs that are within an instanced TF/SF mission. This would give just as much incentive to play the TF normally instead of speed running. You can speed run if you want so you can get merits to buy recipes, or you can fight through the missions if you want for fun and to get better chances at purples.
  13. [ QUOTE ]
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    One way to find out just wait and run one mission in AE and one out and compare the exp, more of a surprise like that.

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    I don't know about you but I'd rather not waste that kind of time.

    [/ QUOTE ]

    What, running an AE mission, killing a few MOBs then quiting an seeing if the same MOBs in the 'real game' (god, that's a bad term) give more? yep, real hard and time consuming to test this.

    [/ QUOTE ]
    But when you have all the data plugged into Excel so you can get the highest exp-per-second, a few minutes can throw the calculations off and you wind up spending too much time without maximized experience gain!
  14. Another use for excess salvage are the empowerment stations in a base. You can even get knockback protection from those things. In spite of the fact that the auras can be ugly at time, you can get some nice buffs.
  15. [ QUOTE ]
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    Mainly I've gone for bronze rolls. I might think I must have gotten lucky except for the fact that we're talking over a dozen characters.

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    I do not make a habit of wasting tickets on recipe rolls. Every time I've done that, I've gotten burned. It is vexing that I have to waste tickets to acquire white salvage also.

    The Golden Rule forbids prices from rising or falling based on supply and demand. Even if I could make enough inf selling the junk I get for more than it's worth to buy it at auction for more than it's worth, that only compounds the evil. Better to have even common salvage purchasable for a fixed and known quantity of tickets.

    [/ QUOTE ]
    You don't have to list your items for high prices. If you really want to follow the golden rule, list all your salvage for what it'd sell for at a store.
  16. MA ate the dingo that ate my baby!
  17. Getting a 50 in an afternoon is still too long?
  18. [ QUOTE ]
    [ QUOTE ]
    If you want an offensive melee toon, play a scrapper. You seem to want the tank to be as indestructible as they are now, but to have the power of scrappers or blasters.


    [/ QUOTE ]

    And if you want a powerset that's not available for Scrappers, or would like something half way between and don't want to be chained to the Fury mechanic you're out of luck.

    From the looks of it, the upcomming super hero MMOs don't make the distinction between the melee class that deals damage and the one that tanks. Instead there's a system of stances.

    This allows the same character to tank or deal damage OR even split the difference and be halfway between the two should they choose.

    This also allows ranged characters not to have to be glass cannons and allows characters who want to heal and support to have soloability when they're not teamed.

    In short, you're allowed to pick your own role, have a greater measure of flexability instead of the developers forcing you into one as they did and still do here.

    [ QUOTE ]
    To make the massive changes JB talks about really is more appropriate for CoX2.


    [/ QUOTE ]

    Allow me to give you a little golf clap.

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    I agree that a different system could be VERY fun and I'd love to try it. It's outside the scope of what you can do to an existing game though.

    [/ QUOTE ]

    Which is why we're not going to see any core progress until the devs stop milking this game and break ground on a sequel. The devs admit the old systems are holding them back, yet it seems they wont do what it takes to move forward. I'm going to have to assume that until they announce CoH 2. After over five years, I'd like to see core progress made and I really shouldn't have to look to the super hero MMO down the block for it.


    .

    [/ QUOTE ]
    So it all comes down to you being pissed at the company because they won't develop you a new game? You may want to consider the fact that the devs don't have a say over what new games go into development. They're being paid to further develop this game. They can't just tell NCSoft "hey, we're going to take the resources you pay for and redirect them to a new game we want to work on. This one will just go into maintenance mode for a couple years."
  19. [ QUOTE ]
    Tanking is the worst mechanic ever. It's like a virus that infects game design and player expectations. Good on you folks who like tanking, though, I don't begrudge anyone their fun. I just wish that we could eliminate the idea that teams need tanks. Incidentally, same goes for every other AT, and doubly for "healers," whatever that means. I've done every single piece of content short of the Hamidon without a tank on the team, and went a lot better for it. Blaster-tanking Lord Recluse without a death for the win!

    [/ QUOTE ]
    This has been a common complaint in the forum for some time.... that no particular archetype is needed. I'd love to try some of the groups that PerfectPain mentioned, like an all-defender task force. I think all the various archetypes would be fun on a single-archetype team. Well, except Khelds. Tried that once. It wasn't pretty.
  20. Congratulations! It's good to see new players enjoying the game.

    That's what bothers me about AE and the new player..... many people are missing out on so much. They're jumping right into the jaded category within weeks. Leveling throughout the game is faster and more consistent now than it has ever been before. The level progression is at a very nice pace for a new player who still has a lot to experience. It gives the new player time to not only learn how to use their powers, but learn the dynamics of teaming too. AE is just proving that it's not a good game mechanic to allow all players the ability to have instant high-level characters.
  21. [ QUOTE ]
    I agree with many of the points made in the article. It sums up nicely part my issue with Tankers in CoH and illustrates the cause of it.

    The developers trying to play up to an forced, artificial convention of traditional MMOs, took a character archetype that when going off of expectations from comics, PnP games and other media, should have had amazing offensive potential, and transformed them into mediocre damage dealing decoys.

    I've spent two and a half years trying to make the developers recognise this mistake and make reparations to it.

    This is is an excellent paragraph from the closing of the article:

    [ QUOTE ]
    Players want to feel like heroes, not fragile rag dolls; by imbuing all characters with greater survivability, granting players a host of abilities to protect their friends and allies, and moving towards a more tactical system of combat, MMO players will all be empowered to face more challenges, and will no longer be reliant on a single tank to soak up all the hurt.


    [/ QUOTE ]

    The flipside to that is making tanks(Tankers) feel more like heroes (or in our case super heroes) by not gimping their offensive abilities and flying in the face of the AT's conceptual roots just to serve this absurd trinity.

    CoV was a move away from the trinity, seeing more hybrid ATs that were individually stronger. The problem there, was that the content for teams was identical to CoH's and thus catered to the trinity style of play. There we come to the notion that CoV ATs don't team well. And that's true. There's many conflicts and some of the villain ATs don't mesh in a team situation as well as they could.

    So, red side represents progress made on the AT end of things, but the team content never adapted and also the team dynamic was far from optimal.

    I look forward to future super hero MMOs where the roles are more loose and you can switch them as the situation demands. Both of the upcomming games allow you to switch from tank to DPS on the fly for example. I look forward to seeing how that works out.

    Nothing would make me happier for upcomming games to do well and demonstrate how backwards and idiotic the trinity is, how outdated and foolish CoX's AT and power system is for still trying to play up to it and how CoX's devs fail for not trying to advance beyond it any further and for keeping some ATs slaves to the trinity.


    .

    [/ QUOTE ]
    If you want an offensive melee toon, play a scrapper. You seem to want the tank to be as indestructible as they are now, but to have the power of scrappers or blasters.

    As much as the article, and you, despise the archetype system, it's in existence now only because of one reason..... it works. If it didn't work and players didn't find enjoyment from it, people wouldn't play these games. That's the simple fact of it. This system is proven and many many people play it because it brings them enjoyment.

    That's not to say that some other system wouldn't work too. The main problem the writer of the article and JB have isn't that the archetype system is bad, just that they want to play a different way. And I'll agree that there's definite room for improvement on our system. Anyone who thinks the devs, or any dev of a game for that matter, should totally scrap the system and bring on something new is rather foolish. SWG did it and we all know how well that went over with everyone. Those types of changes aren't suited for existing games and are usually reserved for a next-generation or sequel. To make the massive changes JB talks about really is more appropriate for CoX2. Doing them within CoX right now would mean a total rewrite of the entire game with the exception being you could reuse the graphics. They'd need to rewrite the AI, all the villains and their powers, every power a hero has, the enhancement system, leveling..... pretty much everything. With no archetypes, we wouldn't be able to keep our existing toons, so they really should be deleted. And most developers do not want to alienate and lose existing subscribers who have shown they're happy with the current system, so they'll refrain from making those massive changes on an existing game. Another reason why there's EQ and EQ2.

    I agree that a different system could be VERY fun and I'd love to try it. It's outside the scope of what you can do to an existing game though.
  22. [ QUOTE ]
    So I really enjoy City of Heroes, and I've gone back and forth between being a subscriber and not playing it, but I always have this dilemma. I can never stick with a character. I don't know what it is, but I just can't. I know it's possible, I just need some help. So, if I list my playstyle below, could you help me out? If you could suggest something that fits it and actually describe it, that would be so awesome!

    1. I like being valuable to a team, but not to the point where I can't even solo.
    2. I'm fine with any type of combat really, ranged or melee.
    3. I like having a little strategy involved in my character. If it's always going to be the some button combination over and over, that's no fun.
    4. Having a Plan B is always nice. If something goes wrong, I don't want to be repeatedly screaming "I'm screwed! I'm screwed! I'm screwed!!"

    If there's anything else you need to know in order to help, just ask the question and I'll respond ASAP

    Thanks for all answers!

    [/ QUOTE ]
    Try a blaster with a controllery secondary like /ice. You have the high damage of the primary, along with a wide variety of tools in your secondary. I built my fire/ice blaster to be versatile. His damage is admittedly slightly less than a fire blaster concentrating on damage (he still deals out a lot of damage though), but he has a wide variety of abilities and tools to allow him to fit into many situations. For example, once on a CoT cave map, myself and a scrapper wound up split up from the rest of the team and grabbed the aggro of a spawn (meant for 8 people). I kept alternating between attacks and control/debuff.... laying down an ice patch near the scrapper, immobilizing many mobs, scattering them with a rain, tossing an Aid Other on the scrapper once or twice. It was a long and protracted battle and both of us were amazed we survived. It was also incredibly fun.
  23. I mentioned this in another thread. I have a robotics mastermind. I rarely team with him for the exact same reasons the OP brought up. I'll do it on occasion, but I've had many missions where I tell my henchman to attack someone in the spawn we're working on, they attack and he goes flying back into another spawn, a split second later (before I can stop them) one of them sends an AoE out aggroing the second spawn. I always try to be a good team player, so when I aggro another spawn, I feel bad. When it happens with some frequency, I hold back on teaming with him. Aggroing another spawn normally isn't that much of a problem by itself, it's when the difficulty is set very high. It takes longer for henchmen to defeat an enemy, and a knockback-heavy powerset like Robotics means the chances for mobs being scattered are increased.
  24. I think AE was a great idea, and I still think so. I had a lot of fun writing a mission, and people who have played it have said they really enjoyed it. I've played other people's stories, and there's some real gems out there. It's a VERY good idea.

    Its current implementation is faulty though. The rewards of some AE missions are so high that many players bypass the regular game because it's more lucrative to just farm AE. New players have too easy an access to it, so they never learn to play the regular content properly. That regular content then becomes too difficult for them, so they go back to AE.

    It's a great idea implemented beautifully, but with a few mechanisms that are faulty enough so that it has a serious negative affect on the rest of the game.
  25. Purples offer a boost over regular enhancements, but not that much of a boost that you really need it for a toon. A well-specced toon with regular IO sets is still a powerhouse. I recommend to just not focus on them so intently. Play your character, get him slotted well with IOs and their bonuses, and relegate purples to being a long-term goal that you work at gradually. My blaster only has a few purple sets. As time progresses, I add more when I could. It'd go faster if I continually played him, but I switch around characters. He's well-slotted and was a joy to play even before I slotted that first purple recipe. Any more that I add to him is just icing.