Dromio

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  1. Quote:
    Originally Posted by Dante View Post
    Many a true word is spoken in jest.
    Well said.
  2. Quote:
    Originally Posted by Crystal_Smoke View Post
    I hope this is on-topic enough not to hijack the OP's thread, but the discussion brings up several questions in my mind. I haven't played my brute in a BAF yet (nor my tank, who is not yet 50) and I'm not sure I fully understand how I should deal with the sequestering on them. It sounds like some of you are saying that taunting aggro to yourself when you see another player get warned is recommended, but then what? Is it best to simply continue attacking and lay off taunting, and always to move away when the 2nd warning pops? Advice is appreciated. Thanks.
    Certainly when the second warning pops you want to get away from the other players on your team because any other players caught within the warning circle around you when you get sequestered (held) will get sequestered as well. So back out and try to make sure no one is in your circle in case you get that last warning anyway.

    I've had the problem in the OP a couple times and yes, I think it's just players that don't know how to handle aggro being unable to take it from me. It's very frustrating to be taken out of the action like that, especially when there's a participation metric following your every move. Run in, swing twice, get two warnings, back out or go to the adds, get sequestered because even after backing off you still have aggro. Repeat. Ugh.
  3. Hmmmm, I just might take my MM through the trials after that change.

    For Lambda I was thinking as a Poisoner I would stealth and fly along with whoever is busting crates and hit the crates with Envenom and Weakness and then throw in some single target attacks on the crate as well. Would that be an OK contribution on that part?

    Same thing I suppose with the turrets.
  4. Quote:
    Originally Posted by Santa_Laws View Post
    I did find it humorous that you employ the same tactic for stealthing that I do.
    Our SG calls just running through to the end of the mission and taking whatever damage you get along the way, "Tanker Stealth".

  5. Quote:
    Originally Posted by ClawsandEffect View Post
    Tony makes a good point here. Any solo Incarnate content will be designed in such a way that it will not take away from the Trials, unless the devs want to have busted their butts for the past year only to have no one ever play the stuff they were busting their butts on.

    It will take significantly longer, and will probably be more or less mutually exclusive. Probably having the same timer on Empyrean Merits to stop people from running whatever solo content and then a trial in order to progress twice as fast.

    The devs would have to be idiots to spend this much time on something only to turn around and make it completely redundant by adding easily farmable solo content.

    So, in essence, yes, we will almost definitely be getting SOME kind of solo Incarnate content. But it's not going to be as easy as people are wanting it to be. Remember how hard Trapdoor was before people figured out how to beat him easily? Yeah, imagine stuff like that, but geared toward characters who are already Incarnates.
    Honestly, I'm just not sure about this. Mostly because the trials strike me as content that will eventually fall by the wayside for the most part. I just don't see them aging well. Whereas solo/small team content will have a much longer shelf life. IMO of course.

    I don't think they'll make the solo/small team stuff harder. In fact I think it might well be easier. I do think that they'll delay the solo/small team path though. They'll consistently present the trial path six months or more before the solo/small team option.

    I'm not explaining myself well. Sorry. I think the solo/small team options will not compete with the trials so much as replace them once the trials taper off.
  6. Quote:
    Originally Posted by TonyV View Post
    That's precisely what offering this stuff for sale would do. As it is, when you see someone kitted out with Incarnate stuff, you know they've put a lot of time and effort into their character. Offer it for sale, and let's be honest. Everyone and their brother is going to buy the stuff because it's just so damn easy to fork out some cash instead. Hell, I'd buy 'em, and I do like the trials.

    This completely throws the concept of Incarnate shinies in the trash, and it would become just another Booster Pack. What people keep missing and/or ignoring is that these are intended to be long-term rewards. It's also intended to be completely optional. I'm pretty sure the devs are smart enough to not make it a matter of, "Shell out $10 and this reward that we designed to take months will only take you the 30 seconds your computer requires to log in." This whole thread is moot.

    I swear, first people complain about how the Incarnate trials gate their character progression. "I HAVE to have fully level-shifted 50s!!! Waaah, unfair!" Okay, so here's some stuff that has diddly to do with your character progression, it's completely cosmetic. "You can't even gate non-gameplay stuff!!! Waaah, unfair!" Let's just get to the point, why don't we? You don't like Incarnate trials, thus you want absolutely nothing gated behind them. Zip. Zilch. Nada. Because no matter what long-term reward it is that they put back there, someone's been slapped in the face, someone's getting ignored (god forbid anyone has to tolerate doing anything they don't want to do!), someone's going to whine and moan.

    Even more generally, I don't even think it's the Incarnate trials that have people all astir. It's the whole concept of any long-term rewards, period. I've seen these same arguments break out every single time the devs add something to the game that takes more than two or three weeks to achieve. Every. Single. Time. It's been going on ever since launch, when people were complaining that it took too long to get to level 40 (soon after changed to 50). People complained about the number of Hamidon trials they had to run to trick out their 50s. People complained that some of the badges "required" farming to get. People complained that it's "impossible" to get purple IOs on their characters. And so on, ad nauseum.

    Here, we have long-term rewards with a bonus. Once you unlock them, you're done. You don't ever have to unlock them again for any of your characters, ever. Instead of thinking, though, "Hey, that's awesome, a LOT better than the old way of having to run these things on every character!", no, we're all so tunnel-vision focused on how awful it is to have any long-term rewards, we sit here and wallow in misery, posting a constant litany of complaints in every thread. We want everything there is to have in the game, and damn it, we want it NOW!

    Most of the time, the devs put the stuff in the game anyway. Then within a few weeks, farmers start earning it. Within a few weeks after that, avid players start earning it. Within a few months, average players start earning it. Within a year or two, damn near everyone has it. And you know what? Somewhere around the few months mark, it just doesn't seem like a big deal any more. "You don't have it? Well, I have it, so it must not be so impossible to get it after all. All you have to do is work a bit on it, and you can have it, too." The day will come, I promise, when people who are just casually doing Incarnate trials now will be decked out in their Incarnate armor shinies. Of course, by then, we'll probably have other long-term shinies to earn, and we'll have to go through this same damn exercise in forum frustration yet again.

    Edit: And you know what's particularly frustrating to me? The fact that there's a firmly established precedent for the stuff people are bemoaning to be made easier eventually. Remember experience smoothing, which made getting to level 50 a lot faster? Remember the Statesman Task Force, which made it relatively easy to earn Hamidon Enhancements? Remember Reward Merits being added, which gave you a guaranteed path to the purple IOs you want? There's no doubt in my mind that at some point, it will be much easier to get Incarnate shinies once the newness has worn off and other long-term rewards are added to the game, but make no mistake; there is no compromise on that NOW! part.
    I think they should keep the Incarnate Armor gated so that trialers that want to grind to it and show it off can do so. The rest of the stuff is just costume options, with no real attachment to Incarnates or the trials and should just be added to the costume options for free (or at most released in a booster).

    Personally I have no interest in Incarnate Armor even for my Incarnate characters; I don't play CoH to look like everyone else. But I know for some MMO players they like for people to see them and be able to to tell that they've reached high levels of gameplay and the Incarnate Armor is for them.
  7. Quote:
    Originally Posted by Oedipus_Tex View Post
    Hasten: yes, remove the graphic (and sound!) immediately. If we ever get pool customization, it can be restored by the few people who want that look. It would be more suitable if all Fire were orange, but it often isn't.

    Fiery Aura: That pulsing Fire effect is a real eyesore. It's hard to say what I dislike about it exactly. It just looks like less of an animation and more of a pulsing banner to me.

    Everything else: I'm fine with for the most part. I don't get the sense at all that the effects are designed to be the only ones on the screen. I get the sense that the game was built to look chaotic, which is something it achieves. The Ice shields are unattractive though. I wouldn't mind Ice shields that looked more like a swirling icy mist.
    I'd love to see ice shields be nothing but added reflectivity off of a character. Even Icicles is way too much for me and could be almost non-existant IMO. I figure the damage can come from the absolute zero surrounding my character, not from little pokey ice pieces.

    I just really think there should be minimum/no effects options for as many powers, AT or pool, as can have such options.
  8. Dromio

    Solo content.

    Quote:
    Originally Posted by docbuzzard View Post
    However the devs are not in some sort of insidious plot to make you play the way they want. They are trying to control valid means of advancement. They consider the trials challenging content, and this provide the most expedient path to advancement. Other paths exist but are going to be slower as they do not constitute the same level of challenge.
    I sure hope they don't consider the trials challenging. I think it took all of a week for people to essentially get the trials on farm. Three days to T4's when they first released (if I remember correctly). There's a lot of solo/small team content I'd consider much more challenging. A +4/+6 Carnies Radio mission is more challenging that either trial.

    For all the goofy systems (sequestering, rage grenades, etc) the trials are far from the most challenging content the devs have put out. They're not in the top percentage of quality missions overall IMO. If they were TF's or arcs I'd play them once and never go back, not because they're bad but because they're eh.

    It would be far easier for them to provide challenging solo/small team content IMO. Having 14-24 people in a league makes for a power level that requires limiting powers (no control on fleeing patients, or sequestering for example) to present a (fake) challenge.
  9. Dromio

    Solo content.

    Quote:
    Originally Posted by reiella View Post
    This will sound odd since it runs counter to what I just said .

    But, I just disagree with you, iTrials are significantly shorter than most content that's come out in this game.

    About the only time I'd see differently if you are talking about individual missions. Speed TF/SFs do run pretty fast, but many of those are only really getting that fast thanks to Incarnate abilities now. STF and Kahn come to mind really. As hyperbole, it feels like the fight with Reichsman in Kahn lasts as long as the freaking BAF does.

    Unless you're contrasting against individual missions. Which I guess I can understand, but would simply pose that individual missions haven't really been a focus imo.
    I think TF's and Trials aren't so much about time as they are about commitment. I play 10 or 15 hours a week, sometimes for hours at a time, but I haven't run many trials because I never know if I'm going to have to log off. In other words, I don't want to commit to something I'm not sure I'll be able to follow through on.

    All the trials I've done have been when I know I have the time to do one without having to leave. I can log out in the middle of a mission if I have to, but I would feel like a prize heel if I did that on a TF or Trial.
  10. Quote:
    Originally Posted by Xenophage View Post
    That is crazy cool! I can't see it all though, how did you do it?

    I may go and make and play that character. WOW!

    EDIT: If that's OK of course.
  11. Dromio

    Solo content.

    Quote:
    Originally Posted by Dispari View Post
    True story: A dev told me in beta they were afraid people wouldn't run the trials they put so much work into if there was an alternative (even if the alternative was slower).

    Instead of just making sure the trials are fun and stand on their own merits, they decided to force play of them by making them the only way to advance.
    Not a big surprise. When Positron said:

    Quote:
    When we first started working on the Incarnate System we knew that it needed a certain amount of awesome attached to it in order to get people interested in actually doing it. If there were not specific rewards tied exclusively to the system, then people will simply continue to do “whatever is easiest” to attain the new rewards created for it.
    he's saying that they know they have to funnel people into the trials by making their rewards exclusive. And he's right.
  12. Quote:
    Originally Posted by Zombie Man View Post
    Actually, I wish that was the case. But even with one character, the GFX is too much when you see power aura layered over power aura layered over buff auras layered over the character's own costume aura.

    Each aura is designed as if it were going to be the only aura running on screen without a care of not only what other players were going to be running, but without caring what else may be running on the same character.

    I can sympathize with all the GFX artists who want each GFX they create to be a *wow* moment. But you can't have a single toon running around with ten *wow* auras at the same time. IT LOOKS UGLY. UGLY. UGLY. That's the one thing I know artists don't want to hear, but you can't layer a Michelangelo over a Monet over a Van Gogh over a Picasso and think it's only going to get prettier with each overlay. In the end, it will be a grey and brown washed-out mess.

    GFX effects need a big splash when enabled, and then they need to fade away, even when the toggle or buff is still running, otherwise it will always be GFX overload.
    That would be perfect. As far as I'm concerned every power should have a "no fx" option. But if we want to keep the GFX people in jobs I sure wouldn't mind giving each power a cool startup as long as it fades away.

    Quote:
    The horrible nature of ice shields have kept me from making any sort of ice-shielding character. Really, I hate any shields that obscure me but ice is especially bad.
    My main is an Ice/Axe and I can't stand the Ice shields. So much so that for years (literally) I've run with SuppressCloseFXdist set to 99 so I only see my costume and costume auras.

    I've never figured out why you combine a kickin' costume creator with costume obscuring powers. It just makes no sense to me.
  13. Quote:
    Originally Posted by Lazarillo View Post
    Sometimes, the AVs just wanna kill ya. Back off, move to ranged attacks or fight the ambushes. If no one in the League is making an effort to support you, then that can be their problem.
    I usually back up and try and lose aggro, but it doesn't always work (it sure didn't in those missions where I got sequestered over and over). Most times I try to switch to the adds so that I can at least do part of what my AT is intended for.

    For missions that have a participation metric it seems odd that they would put in functionality that forces me to not participate in the main battle (not to mention removes the point of the Tanker AT). I suppose sequestration is like the purple triangles to controllers, it kind of takes your AT out of the game.

    Regarding the BAF numbers, I thought they were lower than 16, I should have checked. I did one at 14 once (that was one where I seemed to be the only taunter).

    EDIT: I should add that for all of my runs (not that many compared to some people) on a Tanker I've never gotten quick sequestered by having the aggro from both. I've gotten two quick warnings but always made it out in time. I do wish there was something that could help alleviate sequestering, like the grenades on Lamda do to Manny's enrage.
  14. Quote:
    Originally Posted by DMystic View Post
    Well why are you tanking the both of them at once?

    BAF requires a minimum of 16 people, of the other 15 that are there your telling me not a single one of them is a Brute or a Tanker?

    Letting a secondary tank grab the agro of the other AV will easily solve your problem.

    Also saying Held after you do get sequestered will let the rest of the League know what happened so they can act accordingly.
    I've had that happen to me more than a couple times.

    Small BAF with no one else to take aggro. I'm a Tanker and there's was no one that can or will take aggro from me. I retreat, get sequestered, return to combat, swing my axe twice, and have to retreat again because I'm back at two warnings (and then I get sequestered because still no one takes the aggro). No exaggeration, two attacks (axe). I might even have the logs from that one and it's not the only time that's happened.

    Initially I thought the sequestering was kind of cool because it made people play aggro games. Now I just see it as a lame process that keeps one AT from being able to do its job during that AV battle.
  15. Quote:
    Originally Posted by Rodion View Post
    There is a solution of sorts for players that can't stand the graphics certain buffs have. Create a bind load file and put these lines in it:

    CTRL+O "suppressCloseFxDist 300"
    SHIFT+O "suppressCloseFxDist 4"

    Then load that file with all your characters.

    When you get buffed with something you can't stand, press CTRL+O. Most of the graphics on your character will be suppressed. You can turn it back on with SHIFT+O.

    This won't solve the problem of ongoing area buffs like the big sonic bubble or the big force field, or graphics on other characters, but it will prevent the display of regular bubbles on your character. I used it because at one point my Dark/Dark scrapper's graphics effects caused ridiculous lag on the graphics card I had at the time.
    I was going to make that suggestion too. Seems like SuppressCloseFX would be a very good solution for people having medical issues with graphics. It's in the game, it's easy to implement, and it works well, especially if you make buttons like you say to make it even easier to switch on and off. But I don't know much about such medical issues, maybe there's something that makes it not work?

    I run with SuppressCloseFX set to 99 pretty much all the time. I've always thought it would be interesting to experiment with the numbers to see where different buffs etc. display. I know I don't see much at 99, maybe just Leadership. I see my Auras though.
  16. Quote:
    Originally Posted by JD_Gumby View Post
    Other than not being able to buff your entire League, and probably being poison to your Participation score just keeping up with your own team, I'd've thought the extra 30% or so Def it brings would be quite welcome (at least by the melees) with the softcap being around 60% in the Trials...
    With Leagues usually containing a lot of characters there's generally a lot of shared defense running around. VEAT auras, Manuevers (Leadership is more available now since Stamina is free), Barrier, heck for a lot of level 50's one small purple will take them to almost at the trial soft cap. I've been at the defense HARD CAP in trials and I don't remember ever having a bubbler on any of them.

    I have a FF/Dark that I consistently pass up in my character selection screen. I like the character, he's one of my first characters and was even in both comic series, but the powerset is so unexciting to play that I never log him in. I should really just remake him as a different AT and combination.
  17. Quote:
    Originally Posted by Taterrex View Post
    Well my fire blaster I just finished lvling got an entire 1 day to have fun with this, time to delete him now, I hate how much the devs make radical changes in this game, they could have at least let reactive proc once every 10 seconds in rains but that is far too much to ask. I can't wait until SWTOR comes out.
    You leveled a character just to take advantage of these broken powers?
  18. Quote:
    Originally Posted by Memphis_Bill View Post
    I think if they let you put it on anyone, they'd definitely remove the "depends on level" anyway.
    No arguments here!

  19. Quote:
    Originally Posted by Memphis_Bill View Post
    Just as a side note - comparing range is rather pointless there. It doesn't affect the power's effectiveness. Just how close someone has to be to have it applied to it. And since t's set to be applied to pets... *shrug*

    Also, it looks like you're ignoring what Noxious Gas actually does:
    -Defense - in an AOE around the pet. So EVERYONE has a better chance to hit.
    -Resistance - So, not only does everyone have a better chance to hit, they hit harder.
    -Damage - so if that pet gets hit, they're hit for less.
    -Tohit - so there's *less* of a chance they'll get hit.
    Chance for hold - and being a "vomit" animation, well...

    Recharge isn't as useful for a pet. Noxious Gas does quite a bit, and does it in a Pet-based AOE.

    Versus Painbringer:
    +Recharge - again, not as useful for a pet.
    +Damage - Are we looking at a single target or a pet that uses AOE? And this doesn't help the REST of the pets, and the rest of the TEAM, hit harder (as the AOE -Resist (all) does.)
    +Regen - meh.

    About the only thing that could really be said is "Let me put NG on anyone."
    <shrug>

    I don't think they would take all of my suggestions. I meant them to be taken separately really. But I think the best thing to do would be to take the last two and apply them to NG, which wouldn't offend your sensibilities (I don't think) but would make the power immensely more useful.

    What would you suggest if they wouldn't/couldn't let NG get put on anyone?
  20. There should be no doubt that Poison trap NEEDS to be replaced. Regarding Poison Trap, Wonderslug said the following in the recent Poison Trap thread:

    Quote:
    Poison Trap applies an initial sleep, then creates a gas cloud that attempts to apply an unenhanceable 4-second hold and an enhanceable 10% end drain once per second. The catch? They each have a 2% chance to occur.

    That means that any given target, provided it stays in the cloud for the entire duration, has a 54.5% chance (0.98^30) of never getting hit by a hold, and a 54.5% chance of never getting hit by an end drain. In fact there's a nearly 30% chance that the cloud will do nothing at all whatsoever to any single target, again assuming it remains in the cloud for the entire duration.

    It is easily the most worthless power in the game, because while plenty of powers are weak, and plenty of powers have effects that are considered not beneficial or hyper situational, (Poison) Poison Trap is the only one I can think of with a nearly 1/3 chance to literally contribute nothing at all to things it hits.
    -----------------------------------

    I feel strongly that Noxious Gas should be looked at as well. For comparison we can look at Painbringer, the other buff that MM's get at tier 9. Unfortunately for Poison, the comparison is not very good.

    Noxious Gas
    Pet target only (pet level determines effectiveness)
    Recharge: 300s
    End: 22.75
    Duration: 45s
    Range: 30ft

    Painbringer
    Ally target
    Recharge: 300s
    End: 13
    Duration: 90s
    Range: 80ft


    Wow. Painbringer is better than NG in all kinds of ways. Just the ability to cast Painbringer on allies rather than only pets is MASSIVE. NG is only good on melee pets, Painbringer is +REC, +REG, and +DMG which means it's good on ANYONE, melee, support, ranged, DPS whatever. The +REC and +REG mean that Painbringer is useful both in and out of combat, NG is only good in combat. Painbringer even has twice the range and costs a lot less END!

    In this comparison Noxious Gas is all kinds of inferior. There are a bunch of options to make it better though.

    - Make it a toggle. If it's going to be SO limited in targets it can affect (pets and then by pet level) and effectiveness (melee only, combat only) then it can just be on all the time.

    - Remove the varying effectiveness based on pet level. This would open it up to more Mastermind primaries. Right now it's not ideal for any set that doesn't have a melee pet as the top pet.

    - Make it target teammates instead of just pets. Just that could make the power a ton more effective. It could also then be ported more easily to other AT's. As it is Poison can't ever be proliferated.

    There's a similar thread on the MM boards, I stole some of this post from one of my posts there.

  21. Mine is a Claws/SR brute. I did the single big blade because I thought it would be a little more steampunkish.
  22. Quote:
    Originally Posted by JayboH View Post
    Again, I want to stress how wrong I find it to have auras nerfed with Interface. Psuedo pets/rains/caltrops nerf make sense, auras do not.
    I agree. I wish they could be treated separately.
  23. Quote:
    Originally Posted by StratoNexus View Post
    I am sure this is a change to Interface as a whole. I only tested Reactive and Diamagnetic, but I see no reason why the others would be excluded.

    Reactive was simply the most visible problem. I am sure it was never the intent for people to be able to cast one power and then saturate all targets in an AoE with the debuffs. Pressing Freezing Rain, debuffing every target's to-hit by 20% and regen by 60% after just a second is not as immediately ridiculous as killing them all like Reactive was doing, but still way more than I would ever expect from Interface with one power activation.
    Oh well. I was really looking forward to using Paralytic -Damage in my aura (I don't have any rain powers), now it sounds like it's not going to stack nearly as easily. I might still be able to get 4 applications of it going though.
  24. My question is whether it was Interface that was a problem, or just Reactive. If it was just Reactive then the change should be made to just Reactive.

    Is it only Reactive that has changed in this patch, or has Diamagnetic/Paralytic/whatever changed as well? Were those others problems?

    I think Reactive was the problem here, but all the Interface slots are paying for it. And that's maybe not the best idea.
  25. Quote:
    Originally Posted by Scientist View Post
    Thats the challenge for that kind of thing; you pick up some survivability that way, but lose most of what you just gained if you don't do ANOTHER IO build. That said, I added DN to my IOed out tank build because when you need that last bit of survivability is generally on hard, high end content protecting a team. I'm willing to let the team handle the damage in such a case, if I want to solo on a tank I can do it on SOs and survive fine, or even switch to a scrapper or MM.

    Darkest Night is indeed quite effective on things like hard hitting AVs, as was said earlier -damage is one of the few debuffs AVs don't resist, and unlike defenders and such who run toggles you have mezz protect so it won't get turned off. Warning; it is a bit End intensive to run, so be cautious using a lot of AoEs while its going. I also went with Void for the -damage, I want to be darned sure I don't drop when team tanking. Finally, for Barrier I went with the large area Rebirth (60' radius), as its not unusual on a good tank to be in fine shape while all your support around you is dying because they are mezzed, or getting hit with AoEs or something. Scirrocco on the STF is notorious for this. If you want the fight over fast, you want those defenders and blasters to stay on their feet and debuffing and shooting stuff. And -damage helps there as well, by the way, those AoEs are doing less damage to the squishies.
    I was thinking along the same lines in terms of builds. For solo and damage I could swap in the fire proc Interface and be fine damage-wise, I sure don't need Ice Storm. Plus I agree that it would probably be easier to build a solo secondary build than a tanking secondary build. So I'm really thinking I'm going to respec my main build into Darkest Night and try to run with this -Damage concept. Now I just need to fire up MIDS and see what I can do.

    Can you imagine multiple -Damage heros on a team? Crazy!