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Posts
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Quote:What about a Vanguard HVAS? I have one of those.A Dark Def should have plenty of -Regen without an Envenomed Dagger. Sounds like you just need more DPS. A Shivan, Warwolf or Hard Suit from a Backup Radio would probably do the trick. Of course, an Envenomed Dagger is a lot cheaper than a Backup Radio and takes much less time and effort to get than the other two so it's probably worth a try.
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I was actually surprised by how many things I did have when I logged in as premium. Was really nice, actually.
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Quote:Are you sure it's you? There's no cocky Kirk avatar.So, first of all, hey, Kadmon! I do miss you, and the rest of Team Awesome!
Golden Girl, I remember you, hope all is well. Schismatrix, you're not familiar to me, but that doenst' really mean anything, I've been away for a while.
Also, I think it's important to remember who the REAL Living Hellfire is, and where he comes from.
There is only one Legendary Living Hellfire. -
Quote:I forgot about what? I had access to the market when I didn't have access to my IOs. Which, I should add, I didn't complain about. I just played characters without any IOs until I got paid and upgraded.If they don't have access to the consignment house via either license or previously earned Veteran Rewards that were converted to Paragon Rewards when Freedom launched they can't sell their IO's anyway.
Oops, you forgot about that.
Quote:Learn to do math. Free costs nothing.
Quote:No, the only ones being disingenuous here are you and others that repeatedly ignore solutions that are free and insist that it would cost money to use them.
The guy can choose not to take the only reasonable advice he's been given, which is on him. If he doesn't want to spend the $2/month to get the license, there's not much he can do about his problem except I guess complain and be sad, but did you really think it was clever to post exactly the same thing multiple times just to make a single point? -
Inspirations didn't do anything for me. Dark blast is not a great blast set for sustained DPS. The benefit of it is tar patch + the -regen from MG and HT + the -resist from tar patch. The combination is usually enough, but I couldn't get him below half health before his regen completely outpaced my damage.
I can sit there forever as long as he doesn't get a lucky shot, and even when he mezzes me my main problem is waiting for my toggles to recharge. -
I found this frustrating. My first two characters took Trapdoor out easily (dark/dark scrapper and fire/kin controller). My dark/dark defender can't leverage the DPS to kill him before he fills the room with duplicates. I had him at best to half health before he healed back up to full. Stacking Midnight Grasp and Howling Twilight did nothing to stop his regeneration.
I'll try it with the envenomed dagger later. -
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Quote:+70% damage means another 8-9 points.As far as Dark Regen being an AOE, yeah it's not much of one, and aside from the nictus proc in it it's not doing a whole lot of damage, but I hit it twice a fight anyway and it fills up my green bar as a side effect. Soul Drain and Dark Consumption though are moderate damage, and they do good job of killing things. You also have to keep in mind that Soul Drain is a good damage buff of up to +70% if I remember correctly.
Dark Consumption's damage isn't bad, although it does less damage than spring attack, and on a longer recharge. I do use it to inflict damage, but it only gets some global damage buffs, which means it's still not all that amazing.
Soul Drain I use to hit the cap and prime the use of Spring Attack, Judgement, and sometimes Dark Consumption.
Dark Regeneration I use when I need to heal. If you hit the damage cap with it (~65 damage or so) it's probably worthwhile to hit it as often as you can, but most stuff I fight already dies fairly quickly.
It looks like without soul drain, my dark regeneration has a chance to do up to 35 points of damage, thanks to the fire dot from Reactive Interface. That does make it more worthwhile.
Quote:I would say that wasting the buff on Dark Regen is a bad thing, but I usually need it anyway. And while the procs may just be considered a waste in death shroud, I really only have to fight bosses after that 1-2-3.5 AOE on /x5. Well bosses and runners because stuns are silly and CoF isn't slotted enough.
Quote:I'm not trying to say that DM is the AOE king by any means, just that it does have two medium damage AOE powers and they both have significantly awesome side benefits. Every 15 seconds? No. But you can get SD almost permanent and DC up around 45s or so, and that's not too shabby. -
Quote:This is precisely why I suggested Spring Attack. For me, at any rate, it fills a hole in the combination that I've found frustrating for years.I did have a DM/DA for a while, but stalled out at 38. The lack of consistent AoE really killed the character for me, and having a DM/SD really out-shined the DM/DA. I ended up re-rolling that character and he's now a level 45 TW/DA that's been a lot more promising on both standpoints. Although that too got sidetracked by other alts. Dark Melee is really great, has lots of tools and tricks and pairs well with it's thematic secondary, but it doesn't come packed with consistent (15/s or less Recharge) AoE. I wouldn't say that its lack of AoE is a problem with Dark Melee, but Dark Armor is a strongly "multi-target-centric" secondary that benefits from being in the thick of things.
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Quote:Because totally the best use of one's respecs is to clear out all of the IOs so you can slot SOs and play your characters on a premium account. Right...Yeah, it's too bad that the game doesn't offer players more than one type of respec that doesn't cost real money, or pay inf for any enhancements that aren't unslotted.
And also because letting your often costly IOs go up in smoke for a relative pittance in a respec is something people are likely to do.
That was sarcasm, by the way.
Quote:And what makes you think I'm not being candid or sincere about what I'm saying.
Every suggestion you've made aside from using the alternate build, requires more overhead and/or money than simply buying the invention license. In other words, you're not really helping.
The OP's solutions are to go ahead and buy the license, upgrade back to VIP, use alternate builds for SOs if available, or not be able to play his characters. Respeccing over and over again to recover IOs so he can use them later, buying 95 enhancement unslotters, etc. are just not practical solutions.
Why I think it's disingenuous: Your suggestions are not helpful and I can't imagine that you don't know that, given the sarcastic manner in which you've delivered them.
To the OP:
Have you spent all your reward tokens? That alone might unlock the invention system. When I renewed I was only two short of tier 7 after I spent all of my unspent tokens.
Otherwise, your options are what I said above. That's unlikely to change. -
Quote:It does explain - it's a leftover from when Sister Psyche was inhabiting Aurora's body.No, it only explains how it gets exploited. It doesn't explain where this weird little fragment of Aurora came from, nor how it came to develop an entire brain, mind, and personality of its own such that it required that said personality be locked in the equivalent of a psychic solitary confinement in a maximum security prison.
As for the rest, maybe I've just read enough X-Men that I don't find such things confusing (whether or not I find them a worthwhile plot element is another issue). -
I run all the DA toggles but oppressive gloom. Also tough, weave, combat jumping, and focused accuracy.
Does Dark Regeneration even do more than a negligible amount of damage? I never saw the point of slotting it up for that. Right now, I have two or three LOTGs, three or four global recharge bonuses (I think from crushing impact) and Hasten, and it's up every 12 seconds or so.
Ah, yeah, City of Data says its damage at level 50 is 12.51. How can you get it to do appreciable damage from that kind of basis?
IO procs in toggles only trigger once every ten seconds. I know that Interface can trigger more frequently, as I see mobs just light up around me when they get into my death shroud, but I find having click AoEs does a lot more for me than waiting for death shroud to do a lot of killing (not that it doesn't do a ton of damage, it's just not frontloaded). -
Quote:Oh, you mean Castle?Your second idea is hampered by the fact that PvP is almost irretrievably broken in the city and will not be fixed. The last Dev that worked on revising it was killed, the body desecrated, and no one mentions his name anymore upon pain of death.
Actually, he's a pretty nice guy. -
If you play the hero side SSA, I think part 4 explains what's going on with the splinter of Aurora Borealis.
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This is disingenuous, since enhancement unslotters are not free and unless you've upgraded your inventory, you get 10 enhancements recovered per respec.
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Quote:When I came back and saw I didn't have access to my IOs, I shrugged and played different characters.No, they don't. That precisely the point.
The idea of free to play games is that you're trying to get people to play who wouldn't otherwise and then, once they're hooked, or hooked again, they start paying money.
If you turn people off right away, you've gone against the very principle you're trying to exploit.
Admittedly, I had 17 server slots, and was only a couple reward tokens from permanent IO access. Plus, I upgraded to VIP so I didn't have to worry anymore. -
Quote:Actually, this was due to the fact that my guild only raided three days out of the week because they didn't want to burn out. There was certainly enough content to raid all week if we really wanted to, but there was no need.This is also probably due to the fact that those MMO's also put a lock on how often you can *complete* a raid and get the reward per week.
Quote:I do agree with you in that "Raiding" gets bit of a bad rap for how much time is spent dedicated to it, but I would believe that it is more due to the "levelling up gearing up alts/new players" treadmill.
Quote:If everyone stuck to a single main, the treadmill becomes manageable with lockouts. As soon as you chuck in alts, the time commitment to help out others/your alts gets much higher.
I don't find playing alts to be unmanageable.
Quote:This is one of the *few* reasons why I don't alt. I hate rerunning content on multiple characters whilst I have no problems running the *same* content over and over again with a singular character (alts take time away from my main character....) Illogical i know, but it makes sense to me.
I don't mind running the same content, unless I dislike it (I am so glad that Atlas Park was revamped - the prior content was not that good).
Quote:Side note: Considering how fast it takes for people to hit cap nowadays in most MMO's alting is now a fast and *relatively* painless experience. I know i would never spend 700+ hours hitting cap on an alt, especially if i played the same now as i did at launch.
Quality of life seems to be a big thing for a lot of (not all) MMORPG designers these days, so pointless and frustrating roadblocks aren't left all over the place. They're more likely to add ways to funnel you into the fun stuff. -
Quote:I did get to the end in another MMO. I got to the final boss, downed him, and, uh, then what? I was geared up well enough to do all available content and trivialize most of it. I did all the fights. I was done. I wasn't impeded from getting to that point. At some point the level cap was raised, more content and more raids were added, but that wasn't an impediment. It was an extension, and eventually people hit the final boss for that expansion.You can argue this angle from a player's perspective, yes. But from a development perspective, you do indeed need to be impeded forever, because if you're not, you'll get to the end. And then what? It's unreasonable to assume that this system can be extended into infinity. Yes, they've said they could work on adding more slots beyond Omega, but all this does is spread out the Incarnate "level range" even farther while not providing much substance to the journey. The benefit of having a game with an end is that you have a static range in which to add content. By constantly moving the goal posts, you end up with a game so "wide" that it's functionally unmanageable.
If players are irrelevant to this discussion, however, then there's no point to the discussion at all. Given that players are central to the point of an endgame.
Quote:And if you have any illusions that Dark Astoria will be any different because it's not raid content, you're in for a rude surprise. Not only is Dark Astoria the very same time sink, it's actually considerably worse for fear of it stealing population from raids. Again, that's not an unreasonable fear, but it serves to diminish the impact on the content it impacts.
Quote:"Altitis" is a condition involving creating characters and not really playing them. This is the very antithesis of replayability. Not only are you not experiencing much of the game, you're actually hurting your own replayability by overfocusing on the beginning content until you can quote it in your sleep. I know a thing or two about that.
I can't untangle what you're saying to make sense of it. I'm not saying whether that's your fault or my fault, but something like telling me how I play the game based on how you use a word without taking a moment to consider that not only do I not use the word that way, I have never heard it used that way. How can you base an argument on such a thing? It's like we're not even speaking the same language.
Quote:But how many of those characters are you actually planning to get a decent way into the Incarnate system? Two? Ten? Twenty? At what point does it become evident that the time sink is simply too great?
Quote:In a sense, though, having the Incarnate system be this huge, obvious time sink actually DOES encourage altitis to a great extent. I've found myself making new characters more often since I19 than I did ever before, to a large extent because every time I think about how long it would take me to get anything done on my 50s, I think "Screw it. I can play something else."
Dark Astoria does take much longer, but the time it takes to get your most substantial rewards on one character isn't really much, and they're on a 20-hour cooldown. So you can probably work on multiple characters without investing a lot of time per character to gain some incarnate advancement.
Quote:It's easy to talk about the game's replayability if you don't include the Incarnate system in it. Not so easy when you do.
Quote:That's because we ARE arguing over the concept of an end game. There's nothing wrong with the content itself. Like them or dislike them, raids are more or less exactly what they should be - huge team clusterhugs that come down to organisation, communication and preparation. There really isn't anything more one could ask of them. Not only that, but I'm sure everyone who made them did their bests to make the best of an inherently boring, grindy, repetitive basic system - the actual endgame.
Trials don't come down to massive organization, communication, and preparation. They're not even a blip in comparison to raids as far as complexity or need for organization. Basically, you need 12+ people (depending on trial) who have enough level shifts to actually fight the mobs in the trial, who can listen to basic instructions (like "mez Mother Mayhem and pull giant monsters onto her"), and who know how to play their characters. There is nothing in City of Heroes that is approaches other games' raid difficulties, nor does anything take nearly as much time.
Quote:See, "endgame" is not the same as raids. Endgame is a concept, a combination of systems designed to give people reasons, at least theoretical ones, to keep playing the game even when the game can't really offer much in the form of new content. Raids are just what MMOs use more often than not, but other games use timed challenges, survival modes, trinket collection, hidden objectives... Resident Evil 2 required you to complete the game four times in a row under 2 hours each without using a single healing item and without saving a single time to unlock "Hank," a 10-minute no-dialogue challenge course with a masked SWAT guy. All of that's "endgame," because it's stuff the game gives you to do after you've officially beaten it, and the requirements for those are always ridiculous, because their point is to keep you playing.
I'm sort of gobsmacked that you keep describing systems that I've found to be relatively painless and fun in the MMOs I've played as boring, but again that comes back to I feel like at this point we're speaking different languages.
Quote:I'm honestly not sure if raids really can exist without being tied to an end-game system. They require degrees of participation that aren't easy to achieve, and the people who really, truly love them aren't as many as they seem. It's a lot like the Abandoned Sewers Trial - plenty of people will say they like the Trial, but when's the last time you saw one forming? Because I haven't in five, maybe six years. The last one I did, I did because I tossed the idea to Zamuel and he put a team together through Search. And that's a Trial that takes only 8 people.
I made sure on my first character (the same one I currently take on incarnate trials now, actually) to do all of the task forces and trials as they were level appropriate (and of course this was prior to exemplaring). It was a pain, but the trials were much worse than the Task Forces. I also got into a Sewer Trial by virtue of organizing one on the forum, and I don't see them forming either.
Quote:Honestly, if I thought we could scrounge up enough participation for raiding without having it be tied to the Incarnate system, then I'd be all in favour of non-Incarnate raids. I'm just not sure the team requirements would be realistic without the strong incentive that's Incarnate progression.
Quote:And again, because it needs to be said multiple times - there is nothing wrong with raids in this game. It's what they're used for that I have a problem with. -
Quote:Well I bought each of the other preorder exclusives and every single instance is now available other ways.Quote:Sorta funny no one brought up the face that: those of us in beta in 2004 got a specific flavored sprint power depending on which retailer we bought our game from.
Since then, they've been released to the public in general. All 4 of them every account. I think it was a paragon reward? I dunno.
My point: it's already been done -
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I accidentally used power slide last week on a new character. I am usually better about leaving sprint and dumping slide, but this time I got it backwards.
I could not possibly care less if it were sold on the market. I can't even stand the other alternative sprints. They just fill up my power trays with useless rubbish whenever I respec. -
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Quote:Perhaps you should find out what people who play the Incarnate trials think of them, how long they take to run, how long they take to organize, and how often people fail them. Or how many are unwillingly roped into participating. How do you even pull that last one off? Everyone I've ever known who hated raiding either stopped or wouldn't start. No one could force them to do it, or rope them into it.Why I find endgame as a concept to be "backwards," however, runs deeper than this. I have no special hate for raids that isn't shared by a whole bunch of other team content which I have a policy of "live and let live" with. It exists for people who like it, but alternatives exist for people who don't. Diversity is a win for everyone. Why I find endgame to be "backwards" is that it usurps this concept to use it as a time sink, because large-scale raids ARE a time sink. They take time to organise, time to coordinate, time to run, they can fail and their rewards can vary. All this does is diminish the actual raids themselves for the people who run them while at the same time both roping in unwilling participants AND using perverting content into something that PREVENTS people from having fun.
I am fairly suspicious of your argument because you're making how people view and interact with the contentin practical, empirical terms irrelevant in favor of theory about what endgame content is supposed to be as you describe it here. As long as people who participate in it and the ways they do so aren't a factor, it's not hard to use theory to propose all kinds of things about it, but all of this is irrelevant if the people involved only matter insofar as they can be made to fit what you're saying.
Quote:Time sinks hurt a game's entertainment value, that's what it comes down to. By turning raids into both a time sink and a bottleneck, it breeds exactly the kind of cynicism that sees people hate raids as a concept, and hate people who run raids by association. It breeds contempt, for the sole reason of keeping people playing even when they're not having fun.
Quote:It's postulated that if people could just "beat" the game, they'd stop playing, so you have to mire them and not let them progress so they'd play forever.
Quote:This completely undermines the concept of replayability not just by ignoring it as a factor, but also by making the game into such a chore that it's not worth playing over again.
Quote:Every time I play another game I like, I'm compelled to come back to City of Heroes and remake my character from that game into this one. Because every other game makes itself such a nuisance that by the time I'm done, I don't want to start over. Because every other game is about finding "the one." City of Heroes is the only game I've ever seen which was about making my own fictional universe of characters, and an endgame which bogs me down to such an extent that I HAVE to pick a "main" and focus on simply takes a big bite out of my motivation to replay the game.
I feel like we're arguing over an idea of what an endgame represents, rather than the reality of what endgames are, at least in many American MMOs. Nothing you've argued here really resembles anything I've done in the trials I've done here. When I log into CoH, sometimes I do trials. Sometimes I do tip missions. Sometimes I run SSA missions. Sometimes I hang out in Ouro and chat with global friends. Sometimes I log into a sub-50 character and get them through about 2-5 levels. None of these things is particularly more difficult, time-consuming, etc. than any of the others. -
I do enjoy my DM/DA at 50, although I did some slotting to ensure that endurance is not a problem for me. I suspect I my have overdone it as my end bar rarely moves, but I'll live.
I have the 12 points of KB protection, and I found 4 to be frustrating. I also found that Spring Attack was a very nice followup to Soul Drain, as the set lacks a lot of useful PBAOE.
I went for Cardiac, but I'm thinking of switching to Agility after I get my +3 adjustment. -
Quote:It's not secret info. It's been talked about repeatedly over the past several years. Castle alluded to it when it came time to revise the blaster inherent.They were 'using' data - without knowing what the 'data' was to show 'performance', saying 'performance was about equal' is meaningless. What exactly was being measured and how?
If you want to share your secret info, that's great, if not, you really shouldn't just expect poeople to say 'ok, if you guys say so, I guess the ats are even', especially when your buddy castle thought he fixed the pvp situation using his 'data' and testing, lol. And I'm not saying that to be an ***, I'm just trying to point out that the devs are not infallible.
Your argument that the data must be bad because you don't like how Castle revised PVP is irrelevant. Datamining doesn't tell you how to fix disparities, it can simply show you the disparities that exist. Analyzing the data (which is going to be the same unless you twist it or change it to fit your perceptions) is a separate process from implementing solutions to the disparities identified in the data. Thus, your reference to PVP changes is completely irrelevant.
Quote:Regardless, I've got all the data I need from seeing the at's in action over the past six years or so, in game. I've seen groups struggle though content, and then easily get over the hump by adding the right buff/debuffer. I've seen buff/debbuffers pull stuff off that scrappers flat out can't do, and that's irrefutable fact. And I'm not saying it to gloat or because I'm happy about the situation, since I by FAR prefer the playstyle of scrappers, but reality is reality.