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Posts
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Still harder than the blueside trial. The reactor doesn't take "strategy", it just takes sitting there and bashing spawns as they come in.
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Why, then, are my TF completion times pretty much on par, but SF completion times so far below par? If I did poorly on both sides, I'd see a point that it's me, but I only perform "below par" redside, where I spend most of my time.
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You get NCSoft and Paragon to agree to remove City Traveller, or make that specific reward purchasable, and I'll drop it.
Though inside I'll still seethe over having to wait for costumes. -
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Quote:Blueside trial does not require killing fast - yes, you can get overwhelmed, but you also get tools (heals) to help make up for doing poorly.There's nothing particularly harder about the Red Side respec. The case you cited (lowbies with bad builds) is something that fails on EITHER side, and honestly the trials weren't designed around such teams. You're SUPPOSED to be bringing some people tough enough to do well.
Redside trial requires killing fast or you fail, period full stop. There are no tools to help you make up for lost ground.
I've never completed a redside trial because of this difference. -
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Quote:That's pretty much exactly my point. Speeders are skewing numbers low and hurting the rest of us.The biggest problem with the median (or even average) time is that the speeders will always skew the number lower. The simple fact is that a speeder can crank out 3-8 TFs in the time a non speeder can do ONE TF. This means that the speeder's times will be over represented in the median values by a huge factor, even though they may not necessarily be the majority of the population.
Quote:If you _are_ interested in speeding, just ask, and I can give you some pointers to maximize your TF time investment.
I still run the occasional SF because it's nice to team with my VG and, as an RPer, I like being able to claim various deeds as actual in-character victories, such as defeating Reichsman or the Freedom Phalanx. But just because I have other motives doesn't mean the pitiful merit return doesn't still bug the heck out of me. -
Quote:Excepting Posi and Synapse, my experience has quite firmly been with SFs not being noticeably shorter than TFs - certainly not to the extent their merit rewards would suggest. I've done the LRSF a half dozen times, and not once have I even come close to the slightly-more-than-an-hour that its 25 merits suggests. Three hours is much more typical.The changeover to merits inverted the situation totally. Villains are now 'penalized' for having shorter duration SFs than heroes. It's the nature of the beast.
My Tarkoss runs have been around 90 minutes, Barracuda tends to be around 3 hours, and the last Mistral I did was about two. The only SF I've seen that even comes close to the right length for merits is Silver Mantis, which is probably why I'm sick of running it because we've done it so much.
While we're an RP VG, we're not slouches in play - at least two of my main characters can solo AVs and x8 content, and we've got similar power builds running with us too - and I simply cannot fathom how these merit rewards got set; SFs just aren't that much faster.
Their only bonus is being far less annoying than TFs in that they're pretty much in the same zone, but that can be said in general for all redside content. -
Quote:Time probably isn't a horrible basis for measurement. The problem is basing rewards on median time, rather than some more static figure, like expected time, "average" time (meaning average players, not power gamers), or some time based on median team completion, thus eliminating a group that speed runs the same SF every day from pulling down the numbers.That being said I agree with the sentiment, basing merit rewards on time was a poor decision, it encourages speed runs and in the long run merit rewards trend downward. That being said, I'm not sure there's a better option.
Basing rewards solely on how well your players that are encouraged to game the system game the system only encourages your players to game the system even more. -
Your arsonist is a suicidal burning maniac. Learn to love and embrace his short-lived chaos, and rely on your Enforcers to clean up the mess he leaves.
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Quote:That does not change the fact of my statement. If 25% of all SF runs are, for instance, speed runs, that's still going to pull down the median time. And given the way merit rewards currently sit, anything but a speed run is being actively discouraged by the low merit returns, which will result in an even larger percentage of runs being speed runs, thus further lowering the median time and further lowering the reward.The data mined time isn't average (ie arithmetic mean) it is the median (ie 50th percentile)
This is an important difference.
http://wiki.cohtitan.com/wiki/Merit_Rewards
Gives all the math behind the rewards
Especially with the smaller base of people playing CoV in the first place, this is a serious error in the system. -
Quote:I basically only play blueside when my VG mates are playing blueside too, and I really don't get how in the hell SFs come out with shorter average completion times over TFs. It's completely contrary to my own experiences.The short answer is that merits are based solely on average completion time and the CoV SFs are designed around a shorter completion time since frankly that makes them less of a grind.
Just yesterday, we ran two teams - a Sister Psyche TF and a Barracuda SF.
With Psyche, we finished the whole run in about two and a half hours, and that's including several of us taking breaks for food and business while doing so.
With more or less the same people, we ran Barracuda later that night. It took us three and a half hours to complete, with no breaks, and on paper Barracuda is a much shorter arc. And this is not an atypical time; our LRSF run a few weeks ago likewise took around three hours.
If the datamining just happens to be full of a bunch of speed runners pulling down the completion times, I don't think the right answer is to lower overall merit returns for people playing as intended; instead, there should be mechanisms installed to discourage rushing the SFs and skipping content.
As it stands, no one wants to do SFs because the return is simply not worth the investment due to anaemic merit rewards. You can spend three hours getting 30 merits redside, or spend the same three hours getting 50 or 60 elsewhere. Why bother? -
Quote:Pets are also defence for the mastermind and the mastermind's team, both in terms of taking damage they don't and because of Bodyguard mode.PETS! These are powers that exist "at range" and can deal damage "at range" from the Mastermind. Calling Pets a "Ranged" effect is, again, a generalization, but not far off base.
If I made a mistake, I am sure its in the "additional capabilities" for Masterminds.
The real problem with Masterminds is they don't fit into a nice niche (or combination of niches) like the other ATs. They're really not like anything else. -
Quote:While playing my Grav Controller yesterday, I had a realisation on what would really help Propel, both thematically and balance-wise: make it a narrow cone, like Penetrating Shot from Dual Pistols. You're launching a large, heavy object directly at someone. That it hits everyone in between and possibly those behind as well just makes sense.[*]Propel: Propel bugs me. With a 3.5 second animation, it's one of the longest animation times in the game for what's just a single target knockback attack as opposed to a summon, snipe, or nuke. It essentially suffers the same problem as Wormhole but perhaps is worse for the single target nature and that it requires line of sight. Lift has a much shorter activation time, longer range, and higher magnitude. While shortening the activation seems obvious, it still needs something else, especially since the set is not as synergistic as others. I propose adding a stun component so it can be combined with Wormhole for bosses with stun resistance. Stun also helps with Overpower, Domination, and Containment. The more daring suggestion is to help it synergize with Dimension Shift by allowing it to ignore phasing and for it to deactivate enemy phase states. Hamidon shows that you can have attacks that ignore phasing but it's a delicate situation to put such a power in the hands of players. Outside of PvP, phasing isn't common so it may not be an issude but there may be problems within PvP.
- Reduce animation time from 3.5 seconds to 1.83 seconds
- Add mag 3 stun for 6 seconds
- Allow Propel to be slotted with Stun enhancements and IOs
- Add IgnorePhase
- Add Phase -100 for 15 seconds
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Calling Masterminds "Ranged" is completely off base. Two MM primaries are ranged (Bots and Mercs), two are Melee (Ninja and Necro) and one is a mix of both (Thugs). While the attacks in the sets are ranged attacks, Mastermind sets are not "ranged damage" sets in the slightest.
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This is why I don't like teaming outside my VG.
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I'll point out once more that 8pm EST is a bit early for a West Coast server. Folks living on the West Coast probably aren't even home from work yet by then.
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Quote:Enemies run all the time in comics, actually. The only problem here is, when they run in comics, they count as "defeated" for purposes of the comic story. In the game, running enemies are not "defeated", and eventually wander back to where they started (and, if it's a defeat all, need to be defeated to complete the mission).I mean if your getting your **** beat would you sit there and take it or get the hell out of there? Most enemies i've seen end up fleeing when all their allies are dead.
A counter proposal: allow enemies to continue to run. But make them run towards the exit, and, if they reach it, credit them as "defeated" for the player/team. Let's bring the comics back to our superheroes. -
I was comparing Scrapper Regen to Tanker WP. It's possible Tanker WP has lower Regen values than Scrapper WP.
EDIT: No, I see the problem: I did RttC with no enemies, not one. -
Is Kinetic/Energy Aura the new Strong and Pretty?
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Quote:It wasn't all-MMs, but this weekend I ran an LRSF where we had 4, and it went swimmingly. Our main tank was a Thugs/Dark Tankermind (mine), we had two Bots/Traps protectors and a Necro/Poison debuffer, along with a Dom, two Corruptors (one of whom was also a Dark, the other a Rad) and a Stalker. We literally ran roughshod over everything, including Malta, the Vindicators, and the Phalanx (took down Statesman first, in fact.)Any insight into all-MM teams & the LRSF would be appreciated.
With the debuffs of the Darks, Poison, Rad and Traps, along with the buffs of the Rad and Traps, we were pretty much untouchable. My Tankermind stood for a good solid two minutes tanking Statesman solo before the group got its act together and took him down. I can't imagine more MMs making the fight more difficult than it was; an all MM LRSF seems eminently possible to me.