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There are some really good arcs from earlier Hero Side content.
"The Freaklympics" is still one of my favorite story arcs in the game. (Levels 25-30.)
Actually, just about anything involving Freakshow is glorious.
The Rikti arcs were really unsatisfying to me until you open up Angus McQueen's "Division Line" arc at level 40. That really ties the story up rather nicely and leads right in to the Rikti War Zone content and the Lady Grey Task Force.
My least favorite arcs on the blue side have to be the Indigo and Crimson arcs since half the missions involve traveling between Founders Falls and Peregrine Island to pass love letters between those two. They should get some of those funky mobile phones the kids are raving about these days.
The worst arc in the game is still Kelly Uqua's "Blurring the Lines" red side. I hate that contact with the burning fury of a thousand thousand suns.
/Phipps is awesome, though. -
Quote:Well, the big one is being able to run the Positron TF with Stamina now. I've heard reports of teams chugging through that one in 60 - 90 minutes with the -1 setting. Yep, that one's going to be nerfed so enjoy it while you can.Yep, doesn't count against it.
The "main" AVs tend to be at the max level, but some within the TF can be the -1 level. Not sure if it affects Recluse/Statesman main AVs, but I have a feeling it can.
I mentioned a probable merit nerf while in beta, mainly for the +5 level power useage while exemp'd. I was far far far more useful on a Mantis TF because of that alone than I would have been at the previous level-useage. It might not happen, but I'm not that optimistic. I wouldn't trade in the exemp changes at all though. -
Can you use the -1 setting to get the "Master Of" badges? That would defeat the purpose of being a Master Of anything, wouldn't it?
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vidiotmaps.com and badge-hunter.com are also excellent resources.
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Quote:Odd ideas come to me when enjoying a cool evening with Sam Adams Octoberfest.This idea sounds plausible enough that I want it checked out.
It would also stay in line with the statement "we did nothing to change the drop rates." The RATES are the same but the way they're awarded is different. Not including this with other drops makes sense as pieces of salvage aren't going for 8-9 digits of INF like Purple recipes are.
But this is only a theory at this point. A hypothesis, if you will. -
Quote:The questions would be: how many MOBs did you defeat? How big were the maps? Would running on +0 / 1 have yielded the same number of recipes?Actually, I don't think that's it. I wasn't going to post a single arc experience, but last night I ran a level 40-44 Ouro arc, and I too got what felt like a lot of drops these days - 8 recipes over 3 missions.
I was not set to 1/+0. I was set to 3/+2.
I ran 3 small to medium missions today at +0 / 1 and got 7 recipes. And according to my math, this was about in line with what I should have received.
If you're running huge maps at 3/+2, you should have received a lot more than 8 recipes. -
Quote:While anecdotal, it confirms my observations. Recipe drops are fine as long as you don't boost your difficulty.not sure if this'll help but I had my 50th run and oro arc in the 40-44 raNge and I got lots of recipe drops. He was running 0/+0
I have a theory right now.
What if they added some sort of anti-padding code for recipe drops? So, if you pad a mission with 7 people, unlock the map, and then drop those 7 and clear the map, any recipe drops would need to be divided "equally" amongst 8 players. Now let's say that this very code is creeping into the difficulty setting as its ASSUMING that you have an improperly made team.
This needs to be tested. Can someone run a few missions at NORMAL difficulty (+0 levels, 1 hero equivalent) and pad the mission? I'd be curious to see the results. -
Quote:The numbers I've posted in one of the other threads (all missions I ran today), suggest that there is still something bad happening.Until we see some patch notes it's all guestimations unless we gather some numbers ourselves.
In fact, the session I just ended: 376 kills, ZERO recipes. -
Some more numbers. Set my difficulty back to standard.
297 minions
50 lieutenants
19 bosses
Salvage: 31
Recipes: 0 (That is not a typo. ZERO.)
Expected:
Salvage: (297 * .08) + (50 * .1064) + (19 * .25) = 34
Recipes: (297 * .026667) + (50 * .053333) + (19 * .08) = 12 -
Just added some numbers to the thread in the Marketplace section, and my findings are rather disturbing (to say the least). I am convinced that there is a bug since the Dev Team has denied tampering with drop rates, but we certainly need more data.
I need to test my numbers against standard street sweeping numbers some time later today (I'll hit the Croatoa Wall, RWZ and Peregrine parking lot a few times each.) People are claiming drop rates are "just fine" but they all seem to be observing this through sweeping instead of instanced missions.
To sum up my current findings:
Running instanced missions with the mission difficulty set to "Standard" (+0 level, 1 Hero Equivalent), the drop rate seems fine. Running those same missions at a higher difficulty and the recipe drop rate is WAY off. (Salvage continued to drop like candy, though.) -
Some new numbers. 6 runs at "standard" difficulty (defined as +0 level and 1 Hero Equivalent) and 6 runs at +1 level, 2 Hero Equivalent (formerly "Tenacious"). All 6 runs were done on the same map versus Carnival of Souls. Hero Stats was used to track kills while Lieutenants and Bosses were tallied and broken out by hand. Additionally, any kills that would not have resulted in a drop (Illusionist Dark Servants, etc.) were also tallied and removed from the count. I was solo for all run throughs and no padding was done.
No dropped recipes were costumes.
FIRST 6 RUNS AT "STANDARD" DIFFICULTY --
KILLS:
487 minions
88 lieutenants
DROPS:
Salvage: 44
Recipes: 14
EXPECTED DROPS:
Salvage: (487 *.08) + (88 * .1064) = 48
Recipes: (487 * .026667) + (88 * .053333) = 18
Both drop rates were a bit low, but did not seem horridly abnormal. (A statistics guru can probably calculate the standard deviation and show these are statistically "normal.")
FIRST 6 RUNS AT "TENACIOUS" DIFFICULTY --
KILLS:
672 minions
202 lieutenants
60 bosses
DROPS:
Salvage: 100
Recipes: 8
EXPECTED DROPS:
Salvage: (672 * .08) + (202 * .1064) + (60 * .25) = 90
RECIPES: (672 * .026667) * (202 * .053333) + (60 * .08) = 33.5
I made out a bit better on the Salvage, but was either VERY VERY VERY unlucky on recipe drops over the course of 6 missions, or there is a bug.
Please also note that I have run this map on Tenacious many times in the past and averaged 5 - 6 recipes per run, which would be in line with the "Expected Drops" under Tenacious.
I will do some outdoor sweeping later today when I have some time. -
Quote:Just an FYI -- the recipe drop rate (or lack thereof) is theoretically tied to being set to the higher difficulties according to the various threads I've been reading. Less recipe drops = less chance at purples.For those guys I'm leveling up and don't really care for soloing, I'm just gonna do any trial/TF that I can join when available, regardless of lower level or not. I would never have done this before. It's GLORIOUS!
As for other characters, it'd be whatever I'm in the mood to play. I have a glut of things that I just don't get around to playing for various reasons. And now I have 3 - 4 characters I want to run, so other than the random/far-between lvl 50 TFs, it's going to be even longer before I get around to them.
Though with the mission slider now.......a couple of characters are primed for some serious solo carnage for some hopeful purples. Traps MM is fun to play again! -
I'm hopefully going to have some time to run through some arcs for people this weekend.
I did take a few moments to update "Husk."
I followed some of my own advice and toned down the "Possessed Kara" Elite Boss to Boss status. She can still lay down a whoopin' on someone, though.
Also, I changed Callibraxis from the Archmage of Death model to the standard Death Mage. I'd forgotten those Archmages have a ridiculous Damage Resistance built into them, and I determined wailing away on an Archmage at 30 damage per hit just wasn't very fun.
I added a "scared" patrol at the beginning of the last mission.
The Elite Boss at the end is still really mean, though I wish there was a way to make him bigger than he is. -
Quote:I don't remember seeing anything this skewed, though. I've run some outdoor Carnie missions. Similar maps usually would yield, on average, 5 or 6 recipes and 1 or 2 rare salvage (and for some reason I keep getting Essence of the Furies and nothing else). It would also not be too uncommon to get 10+ recipes out of this map.I've felt they've been kind of skewed since I15 to be honest. The little teaming I've done since I16 had a decent drop rate though, but nothing "good".
Since I16 I've run this map 3 times. The result? 3 recipes -- a Fly 50, an Endurance Reduction 50, and a Mocking Beratement -- and 3 rare salvage (all Essence of the Furies).
I've received more SOs as loot than I have recipes.
Drops on normal teams are theoretically currently in line with what one would expect. The problems seem to occur when you boost your difficulty up. I ran this map again on the "standard" difficulty (+0 levels and fighting as one hero). I got 3 recipes (including a Thunderstrike), Piston boots (LOL), and a Hamdion Goo. Of course, it was dead boring to snooze through this map. -
Recipe drops do appear to be borked.
I haven't seen any confirmation from the Devs yet, but there are a few threads about this on the forums. I think there's a theory that they're only borked on certain farming maps, but it's hard to say. I need to experiment a bit with this. -
Quote:This thought had occurred to me, but I won't have time to check it out until tomorrow.An extension of that thought, could certain popular farm maps be set to a poor seed (by design or by accident)?
Check drop rates on say an regular arc series, and then a repeated farm map.
However, doesn't this seem like a lot of trouble to code into the game? -
Quote:I am also seeing a rather massive drop in the recipe drop rate. This does need to be addressed.For anyone looking for data regarding this, there's a great thread on it.
http://boards.cityofheroes.com/showthread.php?t=188370 -
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Actually, I like Blasters for learning the game. Since you don't have to balance defense vs. offense (you're all offense) it's a lot harder to really muck up a build. By level 10 you should have a pretty good understanding of MOB mechanics, line of sight and how to pull (if you need to pull). Once you get into the low teens you start running into things that can mez you, so you start to learn how to deal with those (kill them fast!) and not get into TOO much trouble. If you group, you'll quickly learn about aggro mechanics, because blasters can gain a LOT of attention if they plow forward with AOEs too quickly.
Scrappers are definitely a lot more solo friendly, though, and are a good mix of damage versus defense.
Once you get the chat system figured out, I'd recommend the Victory Forum channel. Also, the guides section here on these forums has some good reads for new players.
And remember...Victory is better than Virtue. -
Quote:They left the Freakshow out of the latest patch notes. Read the patch notes to see more.You think. There might be a bug(i didnt say is a bug), and freakshow were brought below normal range Read the patch notes to see more.
Also, I think I know. I know. I was running missions last night. Non-freakshow. AE missions. And regular missions. Freakshow XP was changed. AE XP was changed. Regular missions were no different than what they were a week ago.
When I read comments like this:
Quote:First the xp/prestige/influence you get has been nerfed severely. Likewise, when you add people on your team, expect significant drops in influence. I remember adding one person on a team and lost a thousand per lt. and two thousand per boss. I went outside and killed the same boss solo on the dang street at a lower level and received considerably more influence. Pretty much if you still plan to make money, you need to be solo and therefore this issue goes completely against what it intended to do which was encourage people to team more.
I'll say it again...in the regular missions I ran last night that were NOT Freakshow missions, there was no change to the XP that I received in those missions. You might wonder how I know what the numbers were and are. When you run on a level 50 for as much as I have, the numbers get burned into your brain. -
Quote:And it's already been tagged with "Tunnel Snakes Rule."
A+++ would read again -
Quote:The doom threads go back to day one after launch.I just found that one too.
<le sigh>
SSDD
which stands for Same $4!+ Different Day.
I've been reading doom threads since i8 they probably were around circa i4, GDN, ED...etc. etc. etc.
People threatened to quit when a tanker's max resistance was dropped from 100% (yes, it was possible to make a tanker that could never be injured except by Psychic damage) to 90%.
There was gnashing of teeth and baying at the moon when they fixed a bug to Smoke Grenade that caused MOBs to have a 0% chance to hit.
People screamed bloody murder when Burn was nerfed so it could no longer liquefy huge numbers of MOBs in one usage.
I won't even go in to all the various Regen nerfs.
It wouldn't be a new issue without a good thread full of doom. -
I know how the OP feels. I invented the perfect character. He was an Invulnerability / Super Strength tanker, and I was going to take fly for a travel power. He was also going to have the Laser Eye Beams when he got high enough in level. I designed a really cool all blue costume with red boots, trunks and cape and a cool "S" logo.
Imagine my disappointment when the name "Wolverine" was taken. -
Quote:I think the higher priority should be a No FX option for Energy Aura. To this day I need to turn my particles down to zero on any Energy Aura character I have. That's the only power set in the game that causes my computer to bog down. The No FX option for Integration was necessary and I'm happy it's there.What moderator do I need to get to perma ban me for them to give a "No FX" option for MA attacks?
A few things:
1) I wish they would show you the base colors of the power on the "Original" screen. I would have loved to get my blaster's Energy Melee attacks to match the Energy Blast powers. Instead I had to guess.
2) They still haven't come close to fixing the myriad of bugs that inhabit the Tailoring options. Going to the tailor causes a variety of my characters to "change" costume, meaning you have to adjust everything back to its original state. This is a pain when the face goes out of whack.
3) I loves the new Super Strength animation for Foot Stomp. The Ground Punch is totally awesome.
4) Likewise, the new metallic spines are insanely cool. I don't understand why everybody wouldn't switch to these so you won't look like you have bananas growing out of your body.
5) Ran through my "Husk" story arc last night to see if anything funky happened to it from the XP changes. I did end up toning a few of the bosses down a bit to make it a little more solo-friendly but still pose a challenge.
6) I missed the memo where they adjusted every character's difficulty down to "wuss." It took some messing around with the new settings to get things where I wanted them.
7) Now that controllers have access to a cold/ice secondary, I have to think if I want to reroll my controller.
8) You can't colorize ice to yellow. The immature kid in me died a bit. -
The only XP nerf was to Freakshow. That's it. They were brought in line to normal mobs. Everything else you describe is exactly the way it was last week.