EvilGeko

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  1. Also, you can buy the basic T9 rewards as much as you want.
  2. Quote:
    Originally Posted by Arcanaville View Post
    ** Actually, maybe not even that. Would you consider Cannonball to be basically a flying brick while he's in motion? He's not really a puncher, he's *literally* a brick thrown at someone.
    Cannonball and all of the new mutants are a good example of what you're talking about.

    When the New Mutants first came along 30 years ago, one of the things I marveled at was the sheer raw power of this team. When they were at the height of their manpower at 9 members, I used to think if they ever learned to use their powers well, they would level any other team in the Marvel Universe.

    But, of course, Wolverine could probably have taken on the whole team then and dispatched them in a minute or two. But Wolverine would be the equivalent of a level 50 IOed to the gills Scrapper. At the time, the New Mutants were level 1-10s of various classes.

    Cannonball today, is certainly a high level brick, flying or not. He has much more fine control of his blasting field and so can use it both offensively and defensively. As someone above said, he took on Gladiator and won (although that's partially writer's privilege at work), and he may be quite literally immortal.
  3. Quote:
    Originally Posted by Judas_Ace View Post
    I don't get it. What does the color displayed have to do with forum permissions. Is there some little guy that slides open a speakeasy-type window in the internets and checks to see if the incoming packets are gold colored? Why in god's name would the displayed color of a name have any impact on forum permissions at all?
    It may not be a technical reason. They might want to be able to tell at a glance who has full access to the forums and who doesn't. For example, let's say they give free players access to all forums in the "For Fun" section. Then a premium player makes a post in General asking for build advice. The mods move the thread to Build Workshop and now the OP no longer has the ability to post in the thread.

    I'm not saying that's the reason, just that there is the possibility that there are reasons not having to do with software.

    EDIT: Although it seems not to have happened completely. As I'm still in white.
  4. Quote:
    Originally Posted by Kitsune9tails View Post
    After 4 hours of gameplay on the solo path (12 missions?), about where would you realistically like to be in terms of progress in terms of:

    Contacts completed/total
    Story Arcs completed/total
    Shards
    Threads
    Commons
    Uncommons
    Rares
    Very Rares
    Slot Unlocks

    I would provide numbers from 4 hours of iTrials here for comparison, but I'm not that familiar yet. If anyone wants to post their numbers here, that would be appreciated.
    The progress you make in four hours of I-Trials greatly depends on which trials you do. Assuming you're talking about a newly Alpha Unlocked player, 4 hours of work would approx. get you:

    Enough ixp to unlock all slots (Assuming you did a mix of trials or Keyes/UGT);
    15-30 threads;
    10-20 Astral Merits;
    1-6 Empyrean Merits;
    4-6 components of random tiers (guaranteed rare if you did an UGT).

    I personally expect that a solo path would give a strong soloer:

    Enough ixp to unlock Judgment and/or Interface;
    5-8 Astral Merits;
    1 Empyrean Merit.
    1-2 components of random tiers.
  5. Quote:
    Originally Posted by Arcanaville View Post
    Sith Warrior, maybe, but I don't really find the Jedi mature into "epic" classes. They are the Peacebringers to the Sith's Warshades.

    Neither *ever* reach the ridiculous levels of power we do here, or come even close. A Katana/Invuln scrapper is probably, relative to content, three times stronger than even the tankerish force-based classes. You scrapper-lock in that game, and given how health recovery works you're going to be calling the drones in no time.
    Learn 2 Sage!
  6. Quote:
    Originally Posted by Golden Girl View Post
    Check out 2:30-2:41. That was me last weekend!
  7. Quote:
    Originally Posted by Santorican View Post
    I lol at the fact of people buying enhancements with real money. I might play once every three days and yet I still have enough influence to purchase about 50 of these at buy it now price. If you're smart and spend 10mins a day you can laugh at purchasing these in store and buy them in game.
    I bought them for low level powers that I can slot early, but then get the full benefit of the defense bonus at level 50.
  8. Quote:
    Originally Posted by Smiling_Joe View Post
    In other words, the changes to Peacebringers benefited heavy IO builds exponentially more than SO and low end builds.

    But only if they eschew the forms.
    Agreed. But then you have that damnable Solar Flare which makes it hard to leverage those advantages. It's why I banished my 50 PB to Exalted to go unplayed.
  9. EvilGeko

    Enery Aura

    Quote:
    Originally Posted by OneFrigidWitch View Post
    But EA has a psi hole. And its a pain in the *** to fill. This cuts off things at high level like rularuu, which will just stomp you flat. I wonder if /elec isnt better than ea, slotted for melee/ranged. You can get 30-32% in both pretty easiliy, to stick on top of elecs resists.
    It's not. My KM/EA has a bit over 25% Ranged defense and 18% Psi defense and I wasn't building for either. That plus Energize and Overload mean no Psi hole. Psi and Toxic might be the weakest links for my EA, but we're comparing it to a character that is well over the soft-cap in everything else and has a decent amount of SM, LE, EN resists as well.
  10. Quote:
    Originally Posted by Wavicle View Post
    sad, no one likes my idea
    It's a good idea. Hence, it is fated to die on this board.
  11. Quote:
    Originally Posted by Void_Huntress View Post
    And this is pretty much why I can't play conventional MMOs. I need a sense that I, myself, am more awesome than my opponents. City gives me this. Most conventional games can have me lose to Random Mook 3918732.

    In a one on one.
    Honestly, I feel almost opposite. I tend to find that most MMOs give this feeling, just to varying degrees.

    My Fury Druid in [game name omitted] can poor out damage and survive things that are very reminiscent of CoH.

    My Jedi Consular/Sith Warrior in [game name omitted, but I bet you can guess ] feel very much like their movie counterparts.

    My Sorcery Healer in [game name omitted] can lose to Random Mook 3918732 though. Darn SOE.
  12. No, the defense bonus in EC does not suppress when out of stealth. Actually, the stealth itself only suppreses when clicking glowies.
  13. Quote:
    Originally Posted by Test_Rat View Post
    I was actually going to argue that its too weak for Doms.

    Not much in illusion benefits from domination.
    I've become convinced that Synapse thinks it's both too strong (for vet min-maxers) and too weak (for most players). Which makes the set a big pain in the butt. If you buff it for the majority, you risk creating a true monster for skilled players. If you leave it alone or worse nerf it for Doms like Psi Blast for Blasters, you risk creating a set no one but concept players will use.

    The answer is to change one or more powers (like PA) for the Dom port, but in a way that won't overtly look like a nerf. But since folks like me want Illusion, not some bastardized version of it, I'm not sure how well that would be received. They already went down that road with pain domination.
  14. Bought ten of the 7.5s. Seriously thinking about buying more.
  15. Quote:
    Originally Posted by Dz131 View Post
    purples/pvp sets out by christmas?

    devs running as fast as they can into pay2win territory
    I can't deny that having the LoTG set on the market is clearly Pay to Win. There just no need to argue the point anymore. But personally, I don't care. I don't NEED to buy existing IOs on the Paragon Market. The AT IOs to me are much more objectionable.
  16. Quote:
    Originally Posted by Arcanaville View Post
    Not that I'm specifically asking for mez protection per se, but rather mentioning that giving blasters melee attacks without careful consideration of how they are supposed to use them, said consideration being consistent with the consideration given to all other archetypes, is part of the general problem of blaster secondaries not having a specific purpose. You look at Ice Manipulation and you think, ok, well that might make sense. Ice Patch and melee attacks; seems logical. Then you look at Fire Manipulation and you think, ok, six PBAoEs and no damage mitigation: that's suicide for most players. And it probably is.
    Wouldn't it make more sense to look at encounter design when thinking about Blasters?

    One of the things that I really think City of Heroes gets wrong is the prevalence and magnitude (using common meaning) of control effects. In most games I've played, a mez effect is something only a named or strong NPC would have (at least a Lt. here but usually a Boss or higher). And those mezzes last in the 2-5 second range. Here we have holds and stuns that last up to 30 seconds. That's just silly.

    Sleeps make sense because the NPC can't kill you (absent a one-shot) without waking you up. The duration there makes sense. But otherwise, it's just loony how long mezzes last on both sides in this game.

    I would take away every single minion mez in this game. Lt. mezzes would last at most 2 seconds, bosses 4, and higher perhaps 6. And it wouldn't be something that just about every high level villain group has access to either.
  17. Quote:
    Originally Posted by BrandX View Post
    Even cheaper when you realize you don't need the KD Proc
    When I need to use brawl or boxing to get all 5 of my 3.75 bonuses from Kinetic Combat, I usually use the KD in place of the triple. That IO is great for mule powers.
  18. EvilGeko

    Regen Help!

    Quote:
    Originally Posted by BrandX View Post
    I find most try to softcap S/L or go the route of Blade sets for softcapped melee.
    My SS/Regen Brute has 40% S/L defense. I did not bother with any position or other damage type. He's a beast.

    My BS/Regen Scrapper is in the 50s melee defense with one stack of Parry.

    That plus MoG, works out very well for me. Still takes better reflexes than my EA or Shield characters, but the Regens have more tools to fall back on by far.
  19. Quote:
    Originally Posted by Dispari View Post
    Stalkers, despite being the easiest to kill, are largely considered to do less damage than the leading two ATs. And Tankers, while technically existing in the correct order, are essentially made unnecessary simply because Brutes exist.

    There are tons of ways to approach the situation and plenty of room for error. Personally if it was my job to balance the ATs I'd start by making Stalkers have 1.125 damage scale and their BU doing 100%. Yes, they'd do more damage than Scrappers at all times.
    Then don't we have Scrappers wondering where they fit?

    Quote:
    Which in my opinion they should, considering they're easier to kill.
    I question this. Some folks tell me that the difference between Brutes and Scrappers in survivability doesn't justify any damage differential between Brutes and Scrappers. But the differential between Brutes and Scrappers is wider than the differential between Scrappers and Stalkers.

    The only survivability difference between Scrappers and Stalkers is Health. Base HP at 50 for Stalkers is 1200; for Scrappers its 1338. Scrappers have a cap of 2409 and Stalkers 1606, IIRC. Now granted that's a significant cap difference (although it will narrow significantly after the I22 changes), but the base is only 138.

    By contrast Brutes have a base of 1499 and a cap of 3200. The cap difference is about the same, but the base difference is slightly more (161). But Brutes also have resistance caps of 90% and that's meaningful in a lot of situations.

    And Brutes can still do roughly equivalent damage to Scrappers and exceed it on average with some sets like Claws.

    The buff you proffer would have Stalkers have all attributes of the Scrapper AT in addition to their own mechanics from Assassination. Really, I think it would be better to simply equalize the two ATs Health. Then with the changes the devs intend, Stalkers would be ST specialist and Scrappers on average would be better AoE specialists. Of course, with every melee having access to Fireball, none of them are hurting for AoE in the endgame.

    Quote:
    So there are a lot of ways to approach it. It just depends on what the devs' eventual goal for Stalkers even is. And it's also best to take it one small change at a time, since overcompensating and later nerfing usually makes for unhappy players.
    I agree, and this is especially so because we don't want to be in a situation where another AT has been supplanted altogether.
  20. Quote:
    Originally Posted by Johnny_Butane View Post
    There are serious AT issues in this game that need hashing out, and the devs have been understandably reluctant to deal with it. It's just easier to ignore, let people who want to play the niche ATs do so, and maybe toss a bone when the moaning and complaints get too loud (hence the upcoming Stalker changes).

    Off the bat, there's too many melee ATs at this point. They step all over each other and Stalkers and Tankers get the short end from Brutes and Scrappers. Also, they seemed to logically be balanced with survivability against damage, but in practice that falls apart: Stalkers are more fragile that Scrappers, but people feel Scrappers are better at dealing damage. Brutes are tougher than Scrappers, but again many feel Brute damage is better. And Tankers, Tankers are tough and pay for it in damage, but average to high end Brutes and Scrappers aren't exactly dropping like flies and just get tougher the more IOs and Incarnate powers you throw at them, while comparably, there's still less room to improve Tankers offensively. And again, I point to my assertion in my previous post about better survivability becoming less useful that more powerful everyone gets.

    Then there's the gap between melee ATs and everyone else. For most players, melee is easy mode compared to trying to level a Blaster, Corr or Defender. It's down to the mez system, IMO. Melee gets mez protection and that is a big part of what makes the difference. MMs and Doms have it a little better in this area, as do Controllers when they get their pets, but the squishy stigma persists.

    And Khelds versus VEATs...yeah don't even have to go there.

    There's a myriad of other problems, and nearly eight years it's not getting any more likely they'll every be fully addressed. Devs come and go, inherent the old problems and then pass the buck themselves. In the end it's about keeping the status quo and trying not to make things worse.


    .



    .
    But there's really no answer that would fix this and at the same time be palatable to the playerbase. I mean really, the devs could merge Brutes/Tankers and Scrappers/Stalkers. Ensure than the former is always more survivable than the latter and likewise that the latter is always a better damage dealer.

    But SOE found out the hard way what happens when you start removing classes.

    Likewise, you could just do what they've been doing to Stalkers since they were created....making them closer to Scrappers. That works too, but then you have the problem of two ATs that do the exact same thing in the exact same way. Stalkers have the entire Scrapper inherent effect (recognizing that critical hit really isn't a separate power) PLUS all their own tools from Assassinate. Yet, that has its problems as well as we will see if they ever successfully make Stalkers into a desirable AT.
  21. Quote:
    Originally Posted by Aura_Familia View Post
    I have to ask, isn't this problem also one of the reasons that City of Heroes is so fun to play? That you don't need to stand around looking for that one AT that can fill that one SPECIFIC role?

    I understand what you are all saying, but I can't see anyway they could change any of that in a significant way that wouldn't cause City of Heroes to be WORSE off after such a change.

    Let me put it another way, how much longer do you think forming for Incarnate Leagues would be if you needed to fill specialized roles?
    I agree with that. But then that leads to the conclusion that we have too many ATs (we do). Too many toes get stepped on and it's too hard to make each AT feel special.

    I wonder what would have happened when creating CoV, if they hadn't just given Fury (but a bit weaker) to Tankers and Hide Crits & Placate (instead of confront) to Scrappers. Left Assassin's Strike out altogether. That would have made two REALLY different ATs. Even with all the same powersets.
  22. Quote:
    Originally Posted by Synapse View Post
    For me, ideally I feel that Stalkers should be the single target burst damage kings.
    Is that desirable in the game? Semi-serious, semi-rhetorical question for Synapse and the group.

    IMO, the deepest issue with Stalkers is that they offer nothing that is greatly valued by the encounter design. There are few encounters where being a "single target burst damage king" would be particularly useful. It's nice and all, but this game for better or worse has become more about obliterating large spawns in seconds. The few times where strong single target damage is useful (i.e. big game hunting like pylons, AVs, GMs) sustainable high DPS is preferable to burst.

    Stalkers have gotten many buffs, but still they are underperforming. Why not fix the real problem? If you want them to be single target focused, that's cool, then they need something else that supports the role of obliterating large spawns in seconds.

    Just my two inf.
  23. Quote:
    Originally Posted by Jagged View Post
    I am, but the current "tide" or "feeling" in this thread seemed to be saying that solo incarnate content had to offer less reward than the i-trials otherwise no one would do them. If you disagree that's great.
    I don't see 'less' I see 'slower'. Which I agree with. If soloing is as fast as the trials, then that's all anyone will do. Some folks play solely for rewards. They would do whatever is the most efficient. Soloing is inherently more efficient than grouping which is why every MMORPG gives grouping advantages over soloing.

    We can argue until we're blue in the face, but you know and I know that the trials will always be faster and more efficient than soloing. That's not my opinion, it's the devs.
  24. Quote:
    Originally Posted by Ardrea View Post
    What bothers me about these arguments for much lesser rewards for solo/small-team play to induce more people to join large team play so the others will have enough people to play with is that is treats the solo/small-teamers as tools to satisfy the needs of others. I consider this dehumanizing and unethical, and always will. And I say this as a person who happily joins large teams commonly.
    It's not that serious. The devs are just trying to enhance a sense of community.

    Sure some people hate large grouping and always will. Others will embrace it and find new playstyles and friends. MMORPGs are and are intended to be social constructs. The devs will always be looking for ways to create incentives to be social. That doesn't mean soloing is being punished. It means grouping is being rewarded.
  25. Quote:
    Originally Posted by Jagged View Post
    I believe content should stand on its own merits. You all seem to accept that the I-Trials are lacking but think that the solution is to drag other aspects of the game down to keep these above water. Which is because you all know in your heart of hearts that the I-Trails are being kept alive by people playing them for the rewards, not for FUN.

    I seem to be the only person that thinks thats mad.
    Most of my Incarnates have not spent an Astral or Empyrean merit in months. They are all T3 or better in every slot. Yet, I still do the trials. Please speak for yourself.