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Vorpal Radial is what I would like to call a "soft mez". The other radial judgements have direct mezz with holds, slows, stuns, endurance drain, and stuff like that. But if you open on a group with Vorpal Radial, you'll draw their aggro while you have an increased defense. This makes whatever survives waste their alpha on you, effectively disabling the group.
I use Vorpal Radial on my Tank and my Bane, and it is awesome. It has that whole "I kick your butt faster than a blink of the eye" thing. -
I just watched the video, and I seriously doubt that the end of the trial is supposed to represent the end of Praetoria. It is implied more heavily that Tyrant dropped a nuke on you (could've been something else), but as far as killing off everyone it is a far stretch.
I remember during the early praet arcs there was mention that human life exists outside of the three big cities. It is just in some kind of harsh refugee land. -
It is hard to include all the diversity applicable to any origin in a mere sentence. But I think you know what I mean.
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Heh.... just thought of the way to dice it up
We have magic to provide mystical and arcane threats.
We have technology to provide mechanical and gadget-based threats.
We have science to provide threats through the very properties of physics.
We have natural to provide threats of cunning, hard work, and aliens
We have mutants to provide threats of a biological nature.
It can all make sense when we view all of these as different forms of knowledge. A biological but naturally occurring threat could quite easily satisfy the need for mutation based storylines, so it isn't quite necessary for it to be that whole discrimination/segregation/X-men angle.
Outside of segregation, I really have come up with three ideas that could easily be a mutant based story. The one that I called dibs is when an individual amasses a mutant army in an attempt to be the progenitor of neo-mankind. I actually came up with a story like this that I have as a reoccurring theme for all of my mutants. I call it the Bartholomew Legacy, and the story goes that Dr. Adrian Bartholomew some 20-25 years ago discovered he had genetic hotspot that would cause super powers in his children. Long story short he has a big ego, declared himself "the future", then used his employment at fertility clinics and sperm banks to "sow his seed" through the population of California. Next thing we know a bunch of red-haired mixed-race babies with frighteningly strong superpowers are born en mass. Fragmented, segregated, scared, and distrusting of society many of Bartholomew's half-children who didn't turn to heroism began to eagerly await Bartholomew's return from prison. My "dibs" would be if they did this story, the main villain behind it would be Dre. Adrian Bartholomew.
The second idea is quite simple, and it plays off of a biological fear that we have: the swarm. If you see one mouse, it may scare you. If you see 10 mice, it most likely will scare you. If you see 1000 mice, there is no doubt that it will scare you. The idea is basically an individual develops the capacity to manufacture an army out of whatever biological process they have. Maybe they bud out plant life, or maybe they go through mitosis and make multiple copies that way, or maybe they have a messed up reproduction cycle that lays 1000 small eggs that develop freakishly quick once hatched. It could be cool if you make the mission right, and just pack together the spawns and then inflate their sizes but only make them minions. Definition of Zerg rush right there. However... this story is quite similar to Hamidon.
The last idea is yet another biological fear: the plague. Distinct from the swarm in the sense that they are microscopic, the plague is the boogeyman of the modern day. An arc that I had toying around with in my head (I do that a lot, since fully making an AE arc to my perferred specs can take several weeks) is one where a plague has symptoms so severe that it is fully incapacitating the entire population... except for mutants whom are immune (along with other other things such as robots and aliens). The world starts to go gang-land-with-super-powers; organizations like the vanguard and the midnighters quickly find themselves fleeting and paralyzed by an enemy that they can't fight. While organizations fall left and right, the missions in the game would have the actual mission population (NPCs, enemies, all) dwindling really quickly, with most of the streets empty with the odd individual passed out in the streets. The only enemies you find would be that odd boss-level enemy who is a mutant loitering around. It can't be done in AE, but the fun part would be having your character afflicted by the plague, with their stats decreased while inside each of the missions. Enemies would be scaled accordingly. Of course, the source of the plague would be a mutant who produces it (and thus himself is immune to it), and the fight would be heavily based in toxic damage. -
Quote:All players will only be 15% as effective at +3, and 4% as effective at +0. It is doable, albeit very hard. The trial will have to be built around the fact that players will only be this effective, but if it is done so then I can't wait for it.It's going to have to. 54+5 means +3s are going to be fighting +6 enemies. The game doesn't support that kind of level difference because of the purple patch.
I like tough fights. I want the brawl with Tyrant to feel like an all-or-nothing end of the world no-holds bar battle against a foe that is vastly superior to me in nearly every way. -
I... would not have looked at that clip that way if you didn't title this thread what you did.
Shame on you for ruining my innocence! -
Sometimes I think I'm being ignored, but then if I say something offensive suddenly everyone and their grandmother is paying attention to me. It's not a good habit to reinforce...
As far as the forums go, I only have one person on ignore. That person hasn't posted in this forum for awhile, so it seems that my problem has solved itself. In-game, I have at least three dozen people on ignore. It isn't as much as you'd think, since nearly all of them were bots that would spam cash for inf ads. I do have anger issues, though, so my rampant use of the ignore button is for everyone's benefit.
... and I really should enforce it more. About month ago I was forming a +4 LRSF from HELL, and someone wanted to join who was on my ignore list. After talking through another person, I just removed them from my ignore list and they joined up. If it is who I think it is, that person just ticked me off later... I have found only one person in-game who has me on their ignore list. It usually isn't an issue, since the people who ignore me are hardly ever relevant to any events that happen in the game. -
I... picked all of my interfaces for random themes. Sometimes they have better benefits than others. For now I will skip the ones that have that "novelty" aspect like Cognitive.
Now, if you want to do damage, most damage procs will work to your advantage. The best, of course, being Reactive since Fire is heavily unresisted and it will come with a resistance debuff. The drawbacks to procs based upon damage is that not every character can really benefit from that damage too much. If you already have a high damage output or if you have slow but strong attacks, the few extra ticks would do less damage than your damage aura.
If you want to take down AVs instead of the run-of-the-mill enemies, the two powers to look at are Diamagnetic and Degenerative. Most of an AV's defense comes from their regen, and both of these powers can reduce it. Diamagnetic can reduce regen directly, and can be quite effective at doing so. Degenerative will decrease their max HP which will decrease their regen, but it does decrease it less than Diamagnetic. Degenerative does toxic damage, however.
If you want more defense, the three to look at are Diamagnetic, Gravitic, and Paralytic. Diamagnetic has a 5% to-hit debuff, and with the option to have it work 100% of the time essentially adds 5% defense to all of your stats (then 10%, then 15%, ect...). Gravitic and Paralytic are niche powers. Gravitic is good if you have a -recharge powers, but it isn't heavily based on -recharge like psionics. Paralytic is good if you have damage reducing powers (Kin melee, Kinetics, ect). Outside of those two situations, I see little use for either Gravitic or Paralytic.
Of course, if you just want the fun stuff you can slot cognitive and pretend that Quills has Contagious Confusion slotted in it. -
It is somewhat stereotypical core theme that I must have seen a half-dozen times,, but alas it sounds like it could be an awesome idea if it is done well. I like the artworks and character designs.
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Things like mutations and super serums are quite a bit different than magic. Magic is basically "draw pretty pictures, use 1000 year old figurine, say words, ???, PROFIT" as a core functionality. There's certainly more to it than if that particular power is fully explained and possible.
Something I think isn't covered as much as a central plot point in the game are mutations. Groups like Crey and Longbow provide science and natural based NPCs and stories. Groups like Malta and IDF provide technology. Groups like Tsoo and Circle of Thorns provide magic. And... the outcasts provide mutations? Unless I am mistaken, mutant storylines aren't heavily covered in the game, and don't have many plot points beyond "Yeah, they exist". IMO, there should be more things done with them. Like, make a story arc about the difference between a mutant and a superhero getting powers is how kids get those powers, and how there could be a big one based on that. Maybe it is that old rehashed "think of our kids safety!" thing from X-men that turns into a big political war. Maybe it is a neo-cult that is harvesting and brainwashing kids to be the progenitors of future mankind (I call dibs on that one). Maybe it is a big story about how someone who earned their powers is a normal person with more tools whereas a mutant isn't classified as a "person" at all. Just do something... -
My UI is in my TPN video guide (shamelessly pimping it). It is a basically the original setup the game came with. I put attacks in the first row, toggles and heals and buffs in the second row, other things in the third row, and I put things like travel powers at the end of each row.
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/sign. The 2-feet-above-your-head perspective makes it really hard to take a good shot.
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Quote:Just saying: there would not be a controversy here if not for the following facts:
- Staff Fighting was opened on the beta earlier than Beast Mastery.
- Staff Fighting was acknowledged by the majority of testers on the VIP beta as being clearly ready for release outside of minor FX issues as early as the end of January, as evidenced by testing data across all level ranges on the VIP beta servers, including Incarnate content. There were complaints about the set's sound effects, which were addressed, and there was an animation bug involving Assassin Strike on Staff Stalkers, which was addressed.
- Beast Mastery, in contrast, was widely acknowledged to be underperforming by a substantial percentage of the testers who were actually skillful Mastermind players and who were not too busy squeeing over the pets' appearance to actually pay attention to the numbers. Chief among the set's acknowledged issues were the fact that none of the six pets in the set have gapless attack chains (in fact, all six have large gaps), and the fact that there was an observed correlation between Beast Mastery's introduction to the beta servers and a sudden significant degradation in pet AI performance which affected all Mastermind primaries.
- The fact that the introduction of Beast Mastery to the VIP beta servers exposed a bug causing pets - Mastermind pets, Lore pets, Controller pets, any kind of pets - to uncontrollably charge mission and/or trial bosses while ignoring mastermind pet commands, including stay/heel, (most noticeable in various phases of the Underground trial, and also with Marauder at Lambda Sector, but it manifests in non-Incarnate content as well) should have been an absolute show-stopper to the set's release; there is no universe I am aware of in which an update that fundamentally breaks the functionality of one archetype and significantly inhibits the damage-dealing functionality of two other archetypes should have been considered acceptable.
- Nonetheless, Beast Mastery was released to the live servers without addressing any of its problems, in the midst of a continuous wave (which is still ongoing) of new Paragon Market items obsessively using the four-legged animation rig first introduced by the German Shepherd vanity pet. As of right now, April 3, 2012, all of the above mentioned issues, which were identified on the VIP beta in February, are still present on the live servers.
- We are then told that the timing of the release of Beast Mastery - which should not have been pushed live in this state - is the primary reason that Staff Fighting has not been released to the live servers, because "if we release too many Powersets too quickly, it could be seen as a grab at your Paragon Points, and subsequently, your money." However, either the development team apparently does not consider a black wolf vanity pet that is documented to require, on average, the purchase of over one hundred dollars in Super Packs to be a grab at our Paragon Points, or that excuse is patently devoid of truth.
This. So much this. Something that my sister said once that seemed quite profound to me is that if you continue make a series of bad decision, eventually you reach a point where you can't make a good one anymore. This whole "darned if you do, darned if you don't" situation sounds like one that could've easily been avoided if planned ahead two months ago. What has me irked the most is the pet functionality being broken. I've made my first mastermind, and playing him feels more like I'm wrangling a daycare than commanding an army.
Though I an a bit saddened at the flames being exchanged in the thread. It is one of those things where it seems like no matter where I go, the place eventually devolves into chaos. The bringer of disorder and pain... the Blood Red Arachnid. -
I find it funny that the day that my stomach wakes me up early is the day the forums are down...
At least they're back up now. Not a lot on, so I get free reign!
Feel the wrath of the Arachnid!!!
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You know, I just realized something...
The devs are making praetorian maps for us to ride all the way to level 50! That is... pretty cool. -
Redside doesn't have that many strike forces to begin with. We have Virgil, Mantis, Renault, Mistral, Cuda, LRSF, and that is about it. Compared to everything that blueside has, things are bound to keep coming up over and over again.
I also suspect it is a leveling thing. Mistral and Renault are at that point where levels become slower and you want to gain more and more of them to get high enough to do the patron arcs. -
During engineering classes in highschool that 30 degree elevation from 45 degree angle thing messed me up quite a bit when dealing with lengths and perspectives and labels. Whether it is my bad eyes or my lack of good spatial reasoning, I have a lot of trouble reading anything that isn't a straight shot.
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Now the question is whether I should hold off using my current first ward toon past 30 to go to the next zone, or if I should just do it with someone else...
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Quote:It did. I had that stalker for a long time before Going Rogue and before I went to the forums. He sat at 50 for what seems like forever before I rerolled him.I am reasonably certain that the ET nerf predated Kinetic Melee.
That or I'm just not remembering things right... it happens sometimes. -
This article wasn't very good. I didn't laugh once during reading it, and half the time I don't find those arguments adequately debunked.
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As far as I am aware, there isn't a hero-scout that pins badges onto the scarves of my toons as they earn them. I tend to just ignore the badges. The only time I ever go out of my way to contradict the badges is when I refer to my villains as Archvillains and my heroes as... well... Heroes. That benchmark is applied to the moment they solo their first AV/Hero.
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It is well done in the sense that the graphic is crisp and pretty. It is only so-so in that it doesn't include things like having to rush to the end of the maps and where telepathists show up. It isn't done well in the sense that I have to turn my head 50 degrees to read the logos and I have to continually backtrack to 2a and 3-outside to know what is going on. This may just be a limit of the graphic, since including everything on the map including different strategies that different leaders use makes it quite cluttered. You can do it with adding more images, but after enough images it is easier to just make a video.
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Quote:Your maps are too confusing. The time it took me to be able to glean information from them and understand them was beyond the Tl;dr point. The whole "too long" and "couldn't be bothered" are basically the same point. Aside from that point, players who won't bother to listen can't be fixed by telling them things. Whenever we get that problem, I exercise the kick button.Okay, I watched your video. I can say that it would not help with the players I get on the trials. You may ask "Why not?" For one thing it is too long. For another, most players couldn't be bothered to even go watch it.
I was more succinct with my "TPN Incarnate Trial map" guide which said the same thing as your video. I've even posted it while forming to get people up to speed, and people still don't understand the trial. -
As condescending as ever.
Quote:This entire post is discussing what I call the "really enjoy the trials" aspect of running multiple trials. This doesn't truly change the limit of the playerbase as much as it may provide an additional factor which I believe I may have already mentioned. While this is all well and good, this doesn't change people still running the trial once a day, so it must not be hated that much. Though the difficulty and/or recruit length increases with each successive MoM and DD trial, I still see 2-3 of each of them being run in a single day on Virtue. The tendency to run the easy trials repeatedly reinforces the idea that players are attempting to go for maximized rewards more than they are attempting to entertain themselves or be charitable toward other players. The contrast would be that players continually run the Lam/BAF because they actually enjoy those trials, so much so that they are willing to run them multiple times a day every day while not becoming bored with them.I'm referring to people's desire to do specific trials. If you want people to do multiple runs of the same trial you need the following:- Speed.
- Underground fails miserably at this.
- MoM is in the middle.
- DD actually succeeds at this.
- Ease.
- Underground fails miserably at this.
- MoM fails miserably at this.
- DD without enough level shifts to compensate for the trial's level mechanics fails at this.
- Rewards enough to compensate for failure rate.
- Underground fails miserably at this on some servers.
- MoM fails miserably at this on some servers.
- DD without enough level shifts to compensate for the trial's level mechanics fails at this. Specifically, the trial is geared towards characters with more level shifts, but not enough to do with those rewards at that point.
At the most basic level you are talking about a symptom of the problem, not the problem itself. I really don't care that you think the most crucial matter is why players aren't running specific trials more than once (if that) a day. The core problem is that some trials are more liked than others. Until you discover why some trials are more popular you are going to continue to flail about trying to find answers that will not work.
BTW, people aren't telling me that I am mistaken in explaining this phenomena. They are telling me that this phenomena doesn't exist. There is a big difference, since postulating alternate explanations for a phenomena requires the acceptance of such a phenomena as a premise. As long as the phenomena happens, I'm not really too concerned about the specifics as to what is leading toward a limited player pool. If it is because the community has the resources but lacks the will, this still means that the players are a limited commodity regarding forming those trials.
Quote:This is the core question that you, Blood Red Arachnid, are avoiding.
Quote:You can't make a first impression twice. That is what is happening. Underground and MoM left a BAD impression. Underground with its high failure rate and length. MoM with its high failure rate, annoying AVs, and heavy-handed PSI damage. UG, MoM, and DD are extremely binary in nature. Either you have the requirements met before hand or you have the possibility of a high failure rate
I'll repeat myself: I have yet to personally be on a TPN that has failed (though I've had to resort to designated terminal clickers). However, the 60 thread reward was added to beta on October 28, 2011, while the trial was released early December.
Quote:No amount of "getting things figured out" will compare with the disparity of level shifts in the trial. The EU players tried and got curb stomped multiple times during beta for bringing less than +1 (and apparently some +1 trials too).
As far as any particular server goes with tactics, something Arcana said about replacing all of the players with clones reminded me of a video I saw once. It is 16 minutes long, but the gist of it is that population size is directly proportional to innovation via the exchange of materials and ideas and increasing specificity of individual components in the network. A particularly interesting example is from about 12:30 on when he explains how it is Tasmania encountered negative growth when cut off from the mainland. When we apply this to the servers in the game, we see that a smaller server is at a disadvantage over a bigger server based on the very fact that one server is smaller than another. It is not that any individual is smarter, or that any individual is more skilled, but that there lacks a certain substrate for experience to bud off from, and the resources for ideas to be put to the test. You mentioned earlier how you've been on 18 MoMs. I've been on far more than that. Hell, I think I've personally hosted more than 18 MoMs. The people on more populated servers, they too have been on a lot more MoMs than on servers that are scarce. The knowledge, the practice, the innovations between leaders, all of that gives the populated server an incredible advantage. The differences between them extend far beyond the trials, and this can make a community that is anemic when compared to others, not only in population but in skill as a whole. Due to their specifics, certain trials take longer to get used to than others. If you want to apply that outdated theory of unilinear social evolution to it, then a certain minimum number of trials needs to be run in order to foster enough comfort with the trials in order to create an environment in which someone is willing to go out of their comfort zone.
Quote:It doesn't matter. Most people:- Won't bother watching video guides.
- Won't bother reading any of the numerous guides available for each trial.
- Won't CARE if you think that the trial is the greatest work of art since the concept of art began.
- Speed.