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Posts
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Quote:I don't think you can say this for certain, although I agree it's probably true.The Paragon Rewards stop after 38 Tokens - the amount of increased salvage/recipe/auction (some of which DID exist prior to the change) will never increase past that.
However, given that one of the vet rewards is 50% off tailor, and for people who don't have that there are the Day Job 25% discount tokens, and given that at tier 9 of the vet rewards every new character gets 6 free respecs (in addition to the trials and respec recipes that drop in game) and 10 free tailor tokens, I don't think anyone is really hurting for free/cheap respec or tailor options these days.
As for the inventory...how the hell much do you want? The amount you get in-game and through existing vet rewards is quite a good amount; the increases you get through the Paragon Market are frankly overkill. I know, because I bought a few of them.
And of course, let's point out two more things:
1) You haven't lost anything even if rewards have frozen.
2) You still get a VIP stipend. If the inventory increases matter that much to you, save your stipend for those. No extra money spent. -
Quote:Okay, one: We got a free respec just this past month for the 8th anniversary.Uh... we're not getting yearly character slots or increases to salvage/recipe/auction inventory, nor are we getting more free respec/tailor tokens.
Two: ...When did we ever get increases to salvage/recipes/auctions as a yearly benefit? Or character slots? I do vaguely recall slots, so I might be wrong on that, but inventory has always only been increased either by in-game badges/Vanguard, which haven't changed, or by veteran rewards, which are now Paragon Rewards and are identical to the old vet rewards but with added functionality. -
Yeah, I didn't factor in regen at all, which adds a lot to survivability as well.
Really, WP and EA are both very strong sets. It's hard to go wrong with either one. -
Willpower's resist + def don't overlap very well. It has a small bit of Smashing/Lethal defense, but primarily it's S/L resist plus defense for the rest (and Psi resist/defense in equal amounts).
I'm at work so I'm not going to crunch a whole lot of numbers, but I can give you a place to start. Softcapped defense gets you 95% mitigation (50% base defense + 45% extra = 5% damage gets through). Resist + defense is better than softcapped defense when it gives you better than 95% mitigation. These combinations all give 95% mitigation:
45% defense, 0% resist
40% defense, 50% resist
30% defense, 75% resist
25% defense, 80% resist
0% defense, 90% resist (remember, there's still that hidden 50% defense)
If you can get better numbers than these, you're doing better than softcapped defense.
This is why it's popular to use resist sets, by the way. Adding defense is extremely easy, so if you start with a set that lets you reach max resistance, then you don't need a whole lot of defense to surpass softcapped defense.
But to spare you the number crunching, Willpower by itself does not give quite as much mitigation as softcapped Energy Aura. Willpower with a lot of S/L defense is much, much better than softcapped Energy Aura for most content. -
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Quote:That's going to be a matter of personal opinion and preference, of course. I never leveled any character as fast as my TW Brute for two reasons: It's too much fun to stop playing, and the set felt like I was holding onto the handlebars of an out-of-control motorcycle. I made it a point to hit all the mayhems while leveling, and I had to be super-careful not to overlevel them. And I didn't take Build Momentum until level 47, after I had destroyed any endurance problems.Of course, its going to take a while to make any comparisons to Staff because TW is actually not a joy to level at all. Until you can sustain momentum pretty much constantly, its actually a very staccato set.
I'm enjoying my Dark/Staff Tanker, although progress on Staff is of course slow because Tanker. Damage feels pretty good, too; I've dropped Tankers in the past because they just weren't doing what I felt was reasonable damage, but I'm fairly happy with Staff so far. -
Quote:1. Why are you using travel powers in missions? Yes, SS gives +stealth, but close quarters also makes it a giant pain in the patella to use. And there aren't many door missions where Fly is more useful than Hover or even Teleport; Teleport is useful both where Fly is useful and where it isn't.I wouldn't call TP the expert travel power. Yes it takes more effort to use, but it does not pay more dividends. In missions I find ss or fly better alternatives for the extra control the give.
2. Teleport, once the effort has been made to utilize it properly (set up the keybind and put a couple slots in it) is the fastest travel power. That's not in question. It is objectively the fastest, by a long shot. The significance of that has been diluted these days with all the changes to zone travel (the train lines merger, Midnighter Club, Ouro, and RWZ), but even now, when most of my characters travel by temp power, SS, or SJ, I definitely feel the slowness when crossing a zone that has no other shortcuts. -
Quote:No, as I mentioned in my post, it stays a fuzzball when attacking. And Energy Aura's cloak isn't a 100% alpha the way Cloak of Darkness is, whether in combat or out.Hmm, it might work like Energy Aura...Energy Cloak was changed too since toggling that power made you perpetually invisible (like...totally unseeable...no aura or anything). Now, you're fully visible after initiating combat but your stealth is still there. What I'm saying is, perhaps you have to start combat and you'll be visible?
Yes, but the post I responded to was talking about default. -
It's easily my favorite melee set. Momentum really doesn't bother me, although I admit in certain areas it gets to be problematic (contributing during the prisoner escape phase in BAF is tough, for example). It's also kind of nice to be running a Staff character and not have to worry about turning on Momentum before I can hit my big AOE attacks, but I still love TW.
It's possible to eliminate endurance consumption problems entirely, too. Even though my Brute uses Energy Aura, I really never need to hit Energy Drain any more, even after 5 second of Momentum + 10 seconds of Build Momentum. Of course, that level of endurance generation requires all four stat accolades and Brute's Energy Mastery APP, which gives both Superior Conditioning and Physical Perfection.
The only potential issue with the set is Momentum. You can mitigate the endurance consumption, but Momentum is there to stay. If you can't stand it, it's not the set for you. If you can, it's bloody awesome. -
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Quote:Ehhh, I can verify that it's a big black fuzzball. I started a Dark/Staff Tanker last night because I just have to see Claws' build in action. Now admittedly, my character costume is nearly pure black, but from what I could see the fuzzball pretty much just replaced my model entirely. Even the staff was hidden.When was the last time you used Dark Armor? 'cause it's nowhere NEAR as obscuring as it was. In fact, the effect was kinda hard to see last time I played with it. And I hadn't changed anything from default.
It looks kind of cool, though. The staff is invisible but the motion effects aren't, so it looks kind of like the fuzzball itself is lashing out with long strikes. -
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Quote:There's smart and there's perfect, and perfect is impossible and not fun.This is what Diablo did, and it's also why I NEVER EVER EVER want to see smart AI ever again. Diablo had an enemy called a Succubus. All these winged women had was one blast - Blood Bolt, I think - that they spammed over and over again. If you tried to approach them, they would run in the opposite direction, and they ran exactly as fast as the player does, meaning they could keep a constant distance between you. As soon as you stopped chasing them, they'd stop running and shoot you. As soon as you tried to move away, they'd chase you and keep shooting as soon as you stopped. The ONLY way I found to kill them was to exploit their AI which only ever ran diametrically away from me, by forcing them to run into a corner where they couldn't back away. That, or take Fireball and sink a crapton of points into Magic.
I assumed (which is not always wise, granted) that Arcana was talking about behavior once the decision to flee had been made. Rather than the enemy fleeing to the far corner of the map then walking back, as they do currently, enemies would flee to an intelligent distance, then continue fighting. That's a different case than the enemy keeping a certain distance away at all times. -
This is what makes Teleport amazing. I just wish it didn't have to be a non-obvious solution, but instead baked into the power.
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Quote:Exactly so. See, TheDeepBlue:But even if no one had ever switched, people would still have the complaint, because villain population has always been low. So they'd still have the same complaint, and they'd be stuck with the thing they don't like, rather than switching and solving their own problem.
You're blaming the victims, here.
Quote:Again, this thread addresses only one of them, one which should have no business existing in the first place.
And frankly, I don't play to immerse myself in the content. I play to hang out with friends. And my friends are all blueside. I leveled my current main through redside because it was easier to get most of the stat accolades that way, and I felt the disconnection. I was very much relieved when I finished doing everything I needed to redside and could swap back to blue. What am I going to do, try to convince an entire SG who are happy where they are that they should go redside instead, just because I might want to stay there but it's too quiet? That's pretty selfish.
I actually quite like redside. I think of Sharkhead Isle as home. But I'm not going to play there extensively when all the people I want to play with are blueside because they don't like red for all those other reasons you're choosing not to castigate people for. -
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Quote:...Sorry, what?And a good way of determining this would have been to have done just that.
Had that happened, none of us - including the Devs - would be wondering. We'd know.
You do realize that I'm comparing selling the Super Packs with exclusives to the hypothetical situation of selling Super Packs without exclusives, right? And that, as such, these two situations are mutually exclusive? And that, as such, if one happens the other must necessarily be a hypothetical? And that, as such, if Super Packs were sold without exclusives, we would not in fact KNOW because then we wouldn't have the data for Super Packs with exclusives.
In short, while we would know Packs sold 200,000 and EO sold 200,000, we would not then know that Packs with EO would sell for 600,000. -
I'm with you that I'd prefer to see the powers charging. I stick all the powers I access with a two-key popmenu in a floating tray. That way I can see them charging, but I don't have to worry about being able to access that tray, whether by binds or by mouse.
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Quote:In fact, synergy is a very real possibility. Had Super Packs had nothing exclusive, they might have only sold 200,000 packs and 200,000 EO sets.IMy guess is they'd have sold well minus the costume bits, or with something else substituted for the costume bits, but the devs anticipated that they'd sell much better WITH them.
I can't say how probable this would have been, only that it's a possibility. -
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Quote:SPEAKING OF game features people probably never knew existed:Rather than bind it to a key I think I will add it to my custom popmenu
The magic of Popmenus. If you put in the effort to make them, they make gameplay wonderful.
I have one on my Traps Mastermind to access most of the Traps powers. So slick. -
It's not a normal distribution. The costume pieces are significantly weighted so that they appear early. It's entirely possible for a player to not receive the whole set after 20 packs, but the chance of that happening is extremely low.
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