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Posts
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Quote:The reason Bots win for AoE damage is the Assault Bot's burn missiles. When one of those hits it creates a burn patch for every enemy in the area of effect, so if the enemies are tightly packed the burn patches they spawn all overlap and stack; one burn patch does okish damage, but get a spawns' worth stacking and they melt down the enemy faster than any other MMO pet's attacks.I just figured Since Demon's do Fire/Cold/Poison damage that they'd put out more than Bots. I know Bots have a majority of Energy damage, but isn't most of it S/L as well where foes would resist it more?
Bots have other AoEs, obviously, but it's the burn missiles that put them *way* ahead of the other sets (well except maybe Thugs - Arsonist's burn patch works similarly, though it's a lower level pet so slightly less damaging, and he dies constantly) -
You can always tell a Milford man.
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Sorry, no.
It'll replace any spiderlings that have died, but will not replace (or reset the duration) of any spiderlings that are summoned and alive, nor summon any more than is required to bring the total to 3. If all 3 spiderlings are still summoned and alive, it does nothing other than start recharging again. -
For whatever it's worth, my perspective of Victory is that outside of a smallish (4-5 hours maybe?) window, the global channels are *essential* if you want to do anything other than solo. And even then, if you're too far away from that primetime window, the globals still might not be enough. I'm in the UK so if I play late (for a worknight) I'm logging off just as it starts to pick up a bit, and these days I only log onto Victory when I've already seen that something is forming via globals while playing on another server. Probably 80-90% of my teaming on Victory is task forces, formed on Victory Forum and/or Badges. Trials? I got on a lot of them in the week or three after they were first released, but since then I rarely see any forming (and see a few fail to form).
At the time of typing, which is mid-morning weekend for me, there's less than 40 visible players between blue and redside combined (12 red, 26 blue, of which 14 are 50s). My past experience says that of the ones unteamed, most will turn down team requests because they'd rather solo, and of the ones shown to be in a team, most of the time they're in special private friends/sg-only teams and won't accept strangers - the folks happy to pug either aren't online yet, or have long since moved to the busier servers. Advertising a team forming over any of the globals at this time of day has a chance of getting a small (2-3 people) team going, a very slim chance of more, and a high likelihood of no response at all.
So yeah, whether Victory (or most of the other servers for that matter) is high, medium, or low pop depends a lot on when you're able to log on, and whether you're aware of the global channels. If either of those two conditions are unfavourable it will seem like a dead server, plain and simple. But the few times I have been able to log on during the busy period I can fully understand why some people might dismiss or refute this.
I still consider Victory to be my "home server", but that's a tenuous thread that only persists because of the global channels - without them I'd have completed my jump-ship to Virtue & Freedom years ago.
So yay global channels -
Quote:Same here. Always hated the MMOs that decided to do it differently just for the sake of it, and really dislike that that's now apparently become the default for new MMOs.Anyways, every other MMO that I have tried that has A and D as turning gets changed to strafing as pretty much the first thing I do with a character.
I especially hate when they have A & D change function depending whether you're mouselooking at the time - strafe if you have right button held down, but turn if you don't (or is it the other way around?). Pick one and stick to it! -
As happy as I am with the Poison changes that have been mentioned, I do wish they'd remove the 'trap' component of poison trap.
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Quote:I think one of the reasons is that the trials, by their design, require a minimum number people of running them (and to continue running them after new issue fever) in order for them to work. So I suspect there's an element of trying to ensure that even people that'd prefer an alternate route are kept running the trials, just to keep the numbers up so that the whole thing doesn't collapse.Here's an interesting question for you. Why does the solo path or small team path need to be significantly slower than the trial path? Why does the trial path need to have incentives to make people want to run them?
That is to say, if there's another viable route then some people will opt for that instead of (rather than as well as) the trials, and even the ones doing both are now splitting time between the two, which means fewer people running the trials at any given time, which means lower chance of getting the requisite number of people at one time, which makes it more likely that someone shows up, can't find enough people, so goes and does the alternate route instead (and this happens often enough that they just default to the alternate path in future), which means fewer people running the trials at any given blah blah vicious circle and now trials are a rare occurrance, making it hard to grind to the levels the incarnate system demands.
You kinda see it already on some of the quieter servers, especially outside of prime time - people showing up in Pocket D or RWZ and finding two other people there, and so none of them get their trial. Of course, if that ends up happening anyway, that's a definite argument for 'reasonable' alternatives that are less reliant on volume of players.
Personally I'm not sure it was terribly wise to have a high player volume requirement on an endgame system that is designed to be run so repeatedly to get anywhere; not on a MMO that has our modest sized playerbase spread across quite a few servers - even just getting 8 people for a particular task can be challenging (depending on time, server, and task). But here we are. -
Was there ever an explanation as to why that reasoning was only applied to Shield Defense and not highly visible sets like Electric Armour or Energy Aura?
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Quote:Don't forget Black Hole, as another aoe control that should really be removed too.Dark Miasma? That'll never get proliferated with all that control. *REMOVE* either the ST hold or the cone Fear. Keep the cone Fear's -ToHit, just take away all that fear. And not sure why anyone would think an auto-hit AoE stun + PBAoE rez could fly on a Controller. Get *RID* of it and either turn it into a ST stun + PBAoE rez, or just a ST rez.
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Quote:The earlier "avoid like the plague" is definitely overstating it, but I do want to dissuade you from any notion the the CC is a reason to opt Mercenaries (assuming by CC you mean Crowd Control). Their CC is basically useless - long recharge, and the AI is not at all intelligent about using it - it'll just as happily throw both its mezzes against a single half dead minion as it will a full spawn (and once it does it'll be a while before it can try again).Mercenaries (I also heard that they make great dmg because of CC and the commando is a real bad boy
- only ranged attackers)
That said, although the set definitely has issues, Mercs still does fine - it's a bit subpar, but not an outright 'avoid' set.
But Demons or Necro seem to be the ones that fit what you're after the most, with the range/melee mix. Either one works nicely - I'd just pick the one you like the theme of most, demons or undead? -
I was thinking about Poison Trap some more and reckon the trap element should just be abandoned/replaced - it doesn't mesh terribly well with the rest of the set. Maybe if it were a "Poisoner" set, with most of the effects delivered via darts, vials, etc, but not so much when all the other effects are spat, breathed, or 'projected' from the hands. It's like if Fire Melee and Blast had used a Flamethrower for Fire Breath; it may look cool, it may even suit some players' themes better, but it's out of place with the rest of the set. Plus we already have a traps set and it already has a poison trap.
So I'm going to restate some earlier ideas, that it be a placeable 'patch' type power.
So, Theme:
Poison Cloud (or similar) - what poison themed set of powers, spells, etc, doesn't come with the ability blanket an area with gas?
Character Animation: Darkest Night/Steamy Mist clone would suffice (or similar)
Gfx: gas cloud, same as current poison trap(s) generate.
Mechanics:- Ranged Location AoE
- Duration: 20 seconds
- Recharge: around 60 to 90 seconds
- Endurance Cost: 20
- 5% chance of vomit-hold (whether that's the much loved irresistible variety, or just a regular hold (say, mag 2 with 20% chance of further mag 2?)). Tick rate similar to Freezing Rain's knockdown.
- -40% recharge
- -40% movement speed
- -250% regen
- Minor Toxic DoT (it does seem silly that a set called "Poison" is entirely non-lethal)
The removal of the trap aspect could, I suppose, be viewed as violating the cottage rule, but with a power as abysmal as this I think some lee-way can be given there. And it does still fill the overall function of an area debuff/mez.
I'd originally thought either just clone Traps' version, or clone Static Field - the former because we all know that version is popular, and the latter because it seems to be what they *tried* to do with Poison's version, only done right. But as mentioned I don't think a trap fits the set, and I'm not so keen on just 'stealing' Electric Control's thunder. So I figure the above a) fits the theme and b) can be stacked well with the set's other every-battle aoe debuff. I think -move/recharge is about as good a representation of diminishing a target's ability to act as -end/recovery, and works better overall given how all-or-nothing -end/recovery is vs NPCs - the existing power doesn't really accomplish anything with its -end because it's so weak, NPCs can just ignore it even if affected.
Plus making people throw up is always popular.
Do that and make Noxious Gas usable on team members and it's good to go for porting to other ATs as far as I'm concerned (assuming other ATs lose the MM 'inherent' extra endurance cost when it's ported. -
Hrm, I wonder what exactly the conditions are for that (ridiculous) auto-fail. My second live Keyes run started with 15, but by the final stage we'd lost a few and only had 11. It still let us play through to completion.
(I'm not 100% sure if we had 11 at the start of the final stage, or if that last player dropped during the final stage) -
The obvious reason BAF is run so frequently is it's relatively straightforward, can be completed quickly, and is the easiest to earn merits on. End result is it gives more reward for less time/effort than the other two.
It's also more "inclusive" in that its design tends to encourage the league (or at least each team) to stay together in predictable locations/patterns - the squishier characters get to support the tougher characters, rather than the latter going their own way and the former trying to find them/keep up.
It also has the added bonus that it's a lot harder for a few bad players (clueless *and* doesn't read league chat, or outright griefers) to screw it up. In the other trials bad players can noticeably reduce the chances of success (not using the temp powers, aggroing Marauder at the wrong time, beating on anti-matter, etc), and if gone unkicked too long can actually cause the trial to outright fail. This makes BAF appealing both if you're still a novice (as your mistakes have less impact and are more likely to go unnoticed) and if you're not (so long as enough people play well the novices can't really stop the trial succeeding - that one guy can't ruin it for everyone)
(Kinda just repeating what others have said, but then so are a number of others, so why not me?)
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Quote:Bear in mind that there's a number of things that will take a big chunk out of that -66%; AV resistances, purple patch, incarnate trial mobs' (and a few regular mobs') +tohit, -def attacks. Also, you can't guarantee that every enemy attacking you has been caught by every one of your stacked debuffs. Soft capping def may not be strictly necessary, but even with all of Dark's -tohit the benefits from doing so are non-trivial.You don't have to softcap def on /dark b/c you'll stack -66% ToHit against even cons. Your choice, but 25% def is more than enough.
Although on the other hand, you'll stack more than -66% if you can keep Dark Servant alive -
I usually 3 slot them, except in instances where I'm going for specific IO set bonuses in which case I could use anywhere from 3 to 6 slots per shield.
My standard practice when levelling is, depending on endurance issues, 3 generic def or res enhancements, or 2 generics and one def/end (or res/end).
At 50 (or 47) I go for Def, Def/End, Def/End/Rech (substitute Res for Def as appropriate). That doesn't quite reach the soft cap, but it's usually less than 1 percent of actual buff difference. The set I use for that varies depending again on what set bonuses I'm after, but more often than I default to Titanium Coating for +res and Luck of the Gambler for +def (in which case the Def/End/Rech is eventually replaced by a +rech special), for the +hp.
I usually go a similar route for toggle armours, too (again, unless I'm chasing specific set bonuses). -
My Crab is taking Arachnos (switching from Clockwork).
My Fortunata is taking Seers (I considered Radial Arachnos, but decided I prefer the look of the seers).
My Bane and Night Widow, I'm not sure. The Bane may take Arachnos too, but I like to vary what I take so may pick something else. Haven't given any real thought to the Widow yet. -
Quote:As I say, somewhat.Ok, so if the auras were more flashier, would it solve the problem then? We seem to be reaching the point where we find out that the incarnate stuff needs to be more flashy.
Seems to me that's one of the roots of the problem.
I'm not keen on locking cosmetic stuff like auras and costume pieces in general, but if you *are* going to lock e.g. auras behind the incarnate system, it should be suitably incarnate-like auras.
Or from the other direction, which is closer to my personal stance on this subject: if you're going to add "normal" auras to the game, auras that are equivalent in scope and magnitude to the current level 30 (or booster pack level 1) auras, then they should be placed behind the same lock (or at least an equivalent one), not placed behind a much higher thematically unrelated lock just because that lock is the new big thing.
So chest emblems and mundane emotes should just be added to the game for all without unlock, as they always were before now. Auras that display no more an increase in power than the existing auras - like the oft-cited Slime aura - should be added to the same pool as the existing ones, unlocked at level 30.
The incarnate store should, if it has anything, be perks like unlocking the level 30 auras at level 1, the IO recipes, and suitably incarnate-like cosmetics that are a definite and obvious step up in power from the stuff unlocked earlier in the game, e.g. an incarnate-fiery-aura that steps up from the level 30 aura merely wreathing your character in flames to turning them into a true walking inferno. Or make bubbles level 30, then some kind of, uh, super-bubbles for the incarnate version. That sort of thing, where you really could argue that you don't get to display that level of power until you're walking the incarnate path (and while I know it'd be less popular, I'd say those unlocks should be like the ascension armour, level 50 only).
Alas, I fear Lemur Lad is correct that the devs don't view it as these are incarnate auras and incarnate emotes, they just view it as new assets and so they're dropping them into the new system. What frustrates is that in the past they've usually not gone that route - rewards were generally linked in either power or theme to the content they were put behind. I can't help but think a similar mindset to the pvp zones is at work here - they're worried that not enough people will want to run that sort of content to keep it sustainable (you do need a higher mass of population to keep the trials ticking along than most content) so they're throwing in unrelated rewards to try and entice people that don't actually want to run the trials: pvp rewards not enough to get you pvping? Then come for the badges! Incarnate powers not enough to get you into the trials? Then come for the faint emote! Possibly datamining shows me to be wrong, but I'm fairly sure it didn't work well for the pvp zones, and it definitely created some bad feeling from the non-pvping badgers etc; I think it's having a similar effect here. -
Quote:Honestly, I was fine with the trials' rewards being just the incarnate slots and powers to go in them. I never really felt that there needed to be more to grind them for. So if you took every new shiny in the E-merit and A-merit stores and put them back down to the places where their previous equivalents were unlocked, I'd have no complaints at all about the lack of incarnate rewards.Getting into a semantic dogpile about where things "ought" to go is pointless since ultimately it's a matter of taste. If they're not going to put this number of things behind that particular Astral/Empyrean wall, then they need to put them somewhere else, and they need to come up with other things to put there or people will feel short changed with not enough rewards.
My ideal would be a mix of the two extremes: the perks like unlocking auras early, or the particularly flashy incarnate-like cosmetics stay in the incarnate stores, while the regular stuff that's just different flavour of all the other non-incarnate stuff went down to join their equivalents. I'd not be clamouring for more things to buy with incarnate merits.
Possibly I'm in the minority in this, of course. -
Quote:No, the argument is that slime/bubbles/whatever aren't any more incarnatey, any more of a sign of increased power, than the various auras we can get earlier in the game without touching incarnate content. The suggestion that they are is what I considered to be silly.Again, the argument here is that slime/bubbles/whatever is silly. See above for explanation.
Also that it's not really a display of increasing incarnate power since it doesn't have to be the incarnate character that uses them (unless we're going to argue that the Well gave Cole the ability to endow his minions with some incarnate power, and it gave us the ability to endow our 'minions' (alts) with some slime, but that's going back to the realms of silly ;p)
Quote:What if the auras were something more flashy? Would it be more reasonable then?
I'm not generally keen on gating cosmetic stuff, but I'm *really* not keen on it being arbitrary cosmetic stuff that has no link to whatever it's gated behind, and is only there as a kind of bribe to get us to run the content. -
Quote:They're separate and distinct attacks/effects.I'm somewhat confused now. I thought the obliteration beam that is the big green location AoE was the one that did the disintegrating...but I've noticed 1-2 times where I (or a blaster that was hovering) wasn't near the obliteration beam and then him or I got disintegrated.
Personally I think the disintegrate target should have a green column of light shining down on them, following them as they move, and it "pulses" each time it applies a damage tick. Both because it'd look cooler than the current green fuzzy glow, and because it'd make it less of a crapshoot as to whether the healers can find the disintegrate target in time amid the sea of characters you may never have seen before that league and their associated gfx spam.
The highlight-the-name-in-the-league-window suggestion works too, especially with some people not able to run with settings high enough to get much of the significant effects showing at all (both would be fab). -
Quote:The idea that dripping slime and trailing bubbles displays a bigger/further increase in power than being on fire or emitting a dazzling glow just seems silly (in a depressing way) to me.At lvl 30, you get Auras ABC. After running E-Merit content, you get E-Merits, along with gaining power. This allows you to access auras XYZ
Even more silly when you consider that the character that is obtaining the 'power' may not even be the one that displays it.
Actual power (clarification: judgement, lore, et al) being unlocked through advancing in the incarnate trials is consistent and reasonable. The fancypants glowie incarnate armour isn't particularly unreasonable either. But cosmetic rewards that are no more 'incarnate' than all the existing non-incarnate cosmetic rewards is silly at best, and a clumsy kludge to try and get people that don't want to run the trials to run the trials at worst.
(for the record I hate the costume pieces locked behind a kill-grind badge too, but they at least make a modicum of sense, at least as far as loot in an mmo ever makes sense) -
Quote:What are you talking about? That's the devs looking out for people that can't/won't take part in TFs!Why in jeebus name would someone do the above, instead of just running a WST (if the point is to get a Notice)???
(for reference, I enjoy doing TFs and have not been looking for a non-TF option) -
I'd have a load more than just 2 slots unlocked, but if I didn't I'd be torn between:
My namesake, a 50 Dark/Dark Defender on Victory, just cos he's my first character and all.
Pinchy, my 50 Crab Spider on Freedom, because he's probably my favourite character.
Or just a pair of lowbie alts, on the basis they've got more of the game left to level through, more character development/progression left, etc. -
I will laugh my *** off if it turns out to include Antimatter's freeze time ability, and that it affects everyone, enemies and allies alike.