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Posts
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Joined
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What version of windows are you using?
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Indeed. The UI is bad enough to put people off using it to sell stuff. People can only play for so long before needing to sell stuff. If it actually reaches the point where you've got people avoiding play so they don't have to put up with the market UI when selling their rewards; surely that says there is a problem worth looking at?
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I've got two computers I ran CoV most of the time, one has 8gig of ram and the game installed on a striped raid array; unsurprisingly the market load times never bothered me on it. My other box is a sub 1gig microthingy and the eco-hard drive was last defragged over 5 years ago; I'd click the market guy on that and go make a coffee. Rarely I'd come back and the game would have hung.
Now the lesser computer can't run the game at a high enough resolution to use the 'improved' interface without spending half my time scrolling trying to find the right market slot.
Massive improvement. -
Quote:Please tell us that the small fonts on recipes/enhancements in certain views is being looked at.
Quote:I would have absolutely no problem with speed runs if it weren't for one thing: Same Merit reward for a speed run as with a group that kills-all. The reward-over-time metric is being bypassed here and thus penalizing those who play through.
I've tried to lobby the powers team to move some or all of the Merits of a TF into drops to even out reward-over-time. So that a TF that is sped through in 10 minutes would give 10 Merits. And another team that killed-all over an hour would get about 50 Merits on average in drops plus the 10 Merit reward. Both teams would be earning 60 Merits/hour, but by their own play style. Synapse said he was looking into it, but nothing thus far.
One or the other needs to be fixed: The ability to bypass the intended design of a TF or the static reward for widely disparate time efforts.
In the end the mission is to save the world; if you view actually saving the world as more urgent than beating the inf out of an endless supply of rikti, you shouldn't be penalised further for doing so.
Getting Glacia killed to save time ought to reduce the reward though... Infernia not so much, she talks for so long you can clear half the map waiting for her to shut up. -
You aren't doing anything wrong, this particular 'improvement' is just dumb.
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Frozen Aura is a pure cold damage pbaoe with the same damage and recharge as footstomp but a minor sleep effect attached. Ice tanks spent ages getting the power buffed to be this good, don't throw it away over a thematic secondary effect.
Edit: Kioshi - It is the tank version, check the real numbers for Ambyssal Empowerment when rolling a new character. -
Quote:This.This mechanic is not really needed in this game. We have respecs, earnable and buyable, that allow you to do this
Quote:easily.
While I wouldn't call respecs hard, taking a fully slotted level 50 through a full respec to swap one power is a not inconsiderable effort. Such is more a reason for upgrading the respec system than introducing an entirely new system of infinite minispecs though. -
From my experience, no.
Expending a power choice on taking a rez lets your team know that they can be more aggressive. More aggressive players kill stuff faster. Dead stuff doesn't kill people.
So taking a rez stops you from needing a rez.
Edit : To the OP.
The same reasons as last time you asked. -
Quote:This is right.So if you have a 70% reduction to a recharge rate that has a base of 200 seconds
200 / 1.7 = ~117 = 1 minute 57 seconds.
This is what I am seeing so the enhancements are being applied correctly.
Quote:However, I should also be getting a 20% reduction for "Quickness". I'm not sure where this is supposed to be applied, but it seems that it is not. Since I was seeing ~90 seconds pre 17 then it would appear that the 20% was applied before the 70% (or after, doesn't matter) resulting in:
200 / 1.2 / 1.7 = ~98 = 1 minute 38 seconds. (This is very close to what I was seeing pre 17) So rather than a nerf it appears like another bug.
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Again, indicating that the bonus for Quickness is not being applied.
200/(1+0.2+0.7) = 200/1.9 = ~105 = 1 minute 45 seconds.
Remember that the enhancement screen numbers only taken enhancements into account; set bonuses and powers are not included. -
Ignoring the question of whether people need compensating for the market being down; how exactly are server transfer tokens supposed to be appropriate compensation?
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Quote:Not even a valid reason actually. You can't balance pistols low on the basis that the archetypes using it have a lot of alternative options, the character can only take one at a time after all. In the same line you can't balance demons high on the basis that mercs suck.That's because Masterminds have had only 5 primary powersets since the day City of Villains came out way back in Issue 6. Without Dual Pistols, Corruptors, Defenders, and Blasters have each had 9 primary (secondary for Defenders) powersets. Defenders, Corruptors, and Blasters did not need a powerset that would "shine" in terms of sheer performance. Masterminds did. That's one of the reasons for which, I think, Demon Summoning is the more powerful among the two sets that came out recently.
But that's still a very minor reason...
Ignoring the whole "you can't compare apples and oranges" thing since obviously you can, them both being fruit of approximately equal size and... ok, stretching analogy. Demons and pistols might be different sets on different archetypes; but that in no way invalidates the fact that they ought to be equally good at doing the job they are for.
And they are. Demon summoning lets you summon demons and unleash hell on earth. Dual pistols lets you prance about like a lunatic* and unleash remarkably few bullets in the same direction.
* No offence to any people that like the animations like this, but anyone that thinks a 360' spin between shots on the same target is a good use of time deserves whatever happens to them. -
The only slash command that comes close actually brings up a prompt telling you you're on a trial version of the game and asking if you want to buy the full version; clicking 'yes' opens the store in a new browser and dumps you to the login screen. It's more hassle than doing it properly and has been known to crash the game entirely or give an error when trying to access the character list on the server you left using it.
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I don't have the 60 month badge, nowhere near it.
I'm fine with earning the rewards at the same rate as the people that already have them.
What I want is a guarantee that the game will be around long enough for me to get them too -
Quote:...Temp Powers/Vet Powers (both of which happen to break the -9999% damage crash, and are more often ignored for their accuracy deficiencies than lack of damage)...
...for receiving an extreme attack at 18 rather than 38-- a full 20 levels sooner than most other sets for Tankers. There's also a chance that Rage played a role in having 5 additional seconds of recharge.Quote:They are stronger because of the 20% to 31% ToHit buff. Vet Powers and Temp Powers aren't used in the high levels because of their awful accuracy. SS doesn't have this issue thanks to Rage, but can also use them during the crash, fully benefiting from ToHit buffs to provide significant damage despite the -9999% damage penalty.
Vet Powers are significantly better on SS toons. -
Quote:Actually vet powers ignore damage buffs; use them with double stacked rage or during the crash, they'll do exactly the same damage.1) Rage doesn't just boost some of SS's deficient powers "up to par," it also boosts the strength of all attacks. So damage auras, pool powers, epics, temp powers, and vet powers are all stronger on SS than they would be on any other character. This means powerful attacks (such as Fireball) would be boosted as well.
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Quote:Do you mean this one?I got a Question Dr.Aeon, What with the New Boom Town map on the test Server. I play every Story Tf and Mission and yet i Never Saw the Boom Town Construction Map before. In Which Story Arc does that come form or is it a Surprise to Revamping the Boom Town in the future.
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Quote:They do? I tend to swallow a blue pill and keep beating stuff up at the same rate; eventually I run out of either inspirations or valid targets.One more thing about Endurance Drain. It actually would work quite a bit better if enemy AI were changed so that enemies thought like players; if their endurance drops below a certain amount they slow their rate of fire.
Can you tell I'm a brute? -
Quote:Mesmerize is actually mag 3.5, not that it makes any difference anywhere that I've noticed. On widows scramble thoughts is a mag 4 stun. Dominators pretty much work off being able to peak at mag 6+ on everything. Soft controls like ice patch/earthquake, or in an extreme case phantom army, also work on most bosses.Is it that hard to balance?
Its not really any different from Seismic Smash (Mag 4 hold) or Mesmerise (Mag 4 sleep) in that it affects bosses and minions alike.
A typical Controller single target hold lasts 22 seconds. Seismic Smash lasts 15 seconds. Maybe thats a good place to start? 15 seconds of -Recovery. A single target drain would affect a minion or lieutenant for less time than a typical ST hold would, but would affect a boss in one shot. Tweak that figure accordingly around the 15 second mark.
Using End Drain this way would make Electrical Control the "boss-holder" set sort of like Martial Arts is a low AoE boss-killer Scrapper set. Less effective against a big swarm of minions, better against a tough single target.
As for end drain on Electrical Blasts, I'd just add a non-trivial drain to the single target attacks and not base it all around the one slow animating PBAoE.
A full end drain aoe with chance for -recovery/-end bursts would have much the same effective mitigation as either of the knockdown patches, with the advantage of melding with your aoe immob much better. Heavy single target endurance drain might actually be harder to balance, since having a -100% endurance drain on a timer the length of a single target hold would allow a controller to fully drain an AV in a reasonably short time. -
Quote:This would be more understandable if protector bots actually had a melee attack.I understand the reason for running into melee is due to them running out of ranged attacks, so the next attack they try and queue is a melee attack. By the time they get into melee range however the ranged attack is back again and they shoot the enemy in the face (Or die to a footstomp).
I would have expected the recharge 'fix' to address the issue but either the above is wrong (And I am sure it was dev confirmed at some point) or the bots don't quite have full attack chains on standard recharge. -
I have no data to contribute, bar that I literally have no data to contribute.
That I've yet to see any brute use this power is probably significant. -
Quote:My SS/SD has it primarily because on ITF speed runs she needs the DDR to take on the general spawns while the majority of the team do the computer. Outside of that TF it's only there to hold an LotG +7.5.That's true, you won't get to 95%. So if you must have the absolute most durable build possible, you will take grant cover.
The thing is, unless you're planning on soloing the ITF, I just haven't found the need for 95% in comparison to 75% or so.
Take a build like WM/SD, with Whirling Mace, Crowd Control and Shield Charge - no single pack of mobs will be left standing or alive long enough to give you trouble.
The only time I could imagine maybe having a problem is running off and soloing Cysts - but I do that on my SS/SD and I haven't had trouble so far.
Part of my experience might be tinted because I usually only run with the same group of people, so perhaps on a truly poorly built PUG you might have more issues.
It is obviously not required; so many people skip it I've toggled it on in a team with 4 other /shields and none of them recognised the animation.
I didn't mean to imply that it was necessary, just that it still has benefits even on high end builds. -
Granite's -65% recharge penalty is much more significant than the -damage. Especially for an SS; largely because you need relatively high levels of global recharge just to get Rage back up before the defence crash hits.
Getting your granite killed from a self inflicted defence debuff is just embarrassing. -
Mu Mastery's Electrifying Fences melds better with the PBAoE nature of your AoEs than the cone immob from Soul.
Long animations and a fast recharging heal making up most of your mitigation isn't a good mix.
Forget taking the rez for giggles; it'll be part of your attack chain unless you IO so much defense and recharge into the character the resist toggles are your tertiary protection.