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Yeah me too so they can finally put an end to all that dom saying on the dom boards.
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Well, what do you expect on a Dom board? Of course they're gonna dom say.
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Patching now. I've been working like a madman recently and only by happenstance am at home today. My lucky day!
I hope the Dom buffs are included.
[/ QUOTE ]Yeah me too so they can finally put an end to all that doom saying on the dom boards. -
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I even started working an arc that was ment to train stalkers but I got it on hold until I see where they are going with this ticket cap thing.
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That was you? Interesting. Granted, I was an idiot and tested it out with a Blaster (and died promptly) but when I get some time I'll have to test it the right way.
[/ QUOTE ]Its no longer up due to the whole if you make a farm you get banned thing. The initial version was an all boss mission. When I redo it, its going to be so far from a farm that people wont have any reason to think of reporting it. -
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For the record, Making a 20 min mission that gives you the same reward as the Statesman Task Force/Recluse Taskforce and Shard TF's or better is what got all this mess started in the first place.
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First, you posted your OP in the wrong forum. Should've posted to Suggestions.
Second, you pointed out that in the original implementation it was trivial to create 20 minute missions that gave the same rewards as the most difficult TFs in the game. And your suggestion is to revert back to that system?Do you remember what Croatoa was like with the Speed KHTFs? That's what the AE would be like under your proposal. It wouldn't fix anything. It'd be constant non-stop farming. But after someone hit their daily cap, they'd go on to other things just like people did with KHTF.
The changes the devs made have been steps in the right direction. They just need to change it to prevent maps of all one rank (i.e. no more all-boss, or all-LT or all-minion maps) and eliminate the auto-SK system.
[/ QUOTE ]I think you need to look at the bigger picture, some of us arent using the AE to farm but to create challenging non-wussified content unlike what the devs created in the past. So if I create a bunch of misisons with luietents set to extreme with deadly powersets does that classify me as a farmer? I even started working an arc that was ment to train stalkers but I got it on hold until I see where they are going with this ticket cap thing. Its got nothing but all the same rank critters but I picked the most deadly of certain groups. Does that make me a farmer? So really your solution stinks for what I am trying to do here. -
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Blarg. And I had to reformt my PC and lose access to Training Room. Guess it's time for a several hour DL again.
[/ QUOTE ]Just copy your city of heroes installation to the cohtest folder or where ever you plan to install test server to, that will give you a head start. -
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Are they back yet?
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Are they back yet?
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Are they back yet?
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I would so do this if they had stalkers on blueside. Having invis would be the only way I would do this tf.
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I still think the set is decent. When I play stalkers I mostly care about burst damage in pve anyways. The set works good for me. I think everyone cried over nothing on the ET nerf. So what if it takes you a few extra seconds to kill something you still can take out bosses pretty fast compared to the other sets. I look at things not in DPS but more so in what takes the least about of button clicks to kill something. Personally though if you going with */nin try to softcap when you can then go for extra recharge so ET and TF is up as much as possible.
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You know, I've completed the LRSF multiple times on the highest difficulty without a single nuke or Dominator.
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Then please explain how. I would love to know.
[/ QUOTE ]A balance team can easily do this tf. Its not as hard as people make it out to be. If you got buffers then buff up if not then just dive in. To me the one thing thats make or break on this tf is the kill order of the avs. Once you have Numina and Sister P out of the way its pretty much a done deal. Just dont kill statesman last or he does his lightning thing and you will never beat him. -
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Ugh, no doubt you've seen the multitudes of bluesiders who use MA for that purpose, too, then?
I've wanted more for redsiders ever since it came out, still waiting on Trial Zones, still waiting on additional endgame Villain only content like the Shadow Shards are for Blueside, I'll just assume that Villain Trial Zones are on the famed ToDo list.
MA doesn't exactly lessen Bluesides abilities to earn what it also gives Redside. It actually makes it worse if my perspective isn't off. That's why I think, across the board, MA rewards are kinda near 'Too' powerful anyway. It needs a different approach, one that doesn't change how MA itself handles... but still offers decent reward for using it in its intended manner.
[/ QUOTE ]How do you figure its too powerful? You can get the same reward in the same time doing a speed tf. So instead of speeding thru the same dev wussified content we can actually do something thats a challenge at the same time and get rewarded for it. While I agree it helps blueside just as much as redside, the MA was what was keeping the redside market alive and thriving. If something doesnt change we will be back to square one again. -
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Its not intended to be a place for Uber Rewards... That's what the Merit Vendors are for... Take a look at what they can offer you with your level 50!
[/ QUOTE ] I disagree with this alot. I been here for 5+ years and have done almost every dev made arc in the game. I could give a rats [censored] about the story at this point. I am strictly in it for the rewards specifically recipes and salvage. What I like most about the AE is that redside could finally be on equal footing as blueside in terms of earning rewards. You mention merits but dont realize the inequity that is between redside and blueside in earning potential. Even look at similar challenges that give the same amount of missions the rewards are still slanted in favor of blueside. Traveling time at this point is a non-issue with all the free travel we get in this game so that cant no longer used as an excuse not to reward more equally. -
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I think it's too late, at this point, honestly. Nice solution: logical, reasonable.
But we have reached the point of no return, alas. We witnessed knee-jerk reactions and counter-actions, stormy waters that cannot be recalled for recycling.
For me, I never really felt the allure of MA because, though the content was rearranged and original dialogue was injected, the content remained the same. The same as the game. Yeah, sure, I've tried my hand at writing a couple of stories---but with no enthusiasm for either the process or the product.
Best we can hope for at this point is for I15 and Rogue to wash away the bitterness and memories.
As for me, I'm done with the MA. My entire SG/VG refuses to use it for any purpose, now. Quickly, the MA buildings are nearly completely empty like the arenas. Sure, a handful use it and will continue to do so, regardless. But the throngs of players and writers are no more.
I don't play the 'regular' game any longer, btw. MA (er, well, creating my MA story) was the only reason I've been logging on lately. Now, that that incentive has been nullified, my characters gather virtual dust, waiting for something new.
I'm going to hope for something awesome from I15.
Cal2
[/ QUOTE ]I agree here. They killed it with the stupidly low ticket caps. I could see them adjusting the xp and it still be useable but the ticket caps was the last straw for me. I have no reason to ever run any long arcs because I know on huge maps you can easily hit the ticket cap. I have no desire to create long well thought out challenge arcs because anyone doing them wont get the compensation they deserve for the challenge. Maybe issue 15 might change somethings who knows. If things had stayed the same I would have possibly even got a second account for the wife. -
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This may help me champion the "Armor Breaker" system.
The idea is a single target attack on every melee set (yes only melee sets) that will "break" resistances on a single target for a limited amount of time. The method:
Detoggle + Resist Cap set to zero to a specific damage type. If you are MA, you set the resist cap to Smashing to zero. If you are katana, you set the resist cap to lethal to zero, etc etc.
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Aside from the effect this has on mobs that have been given higher Resistance to be tougher to defeat with a particular damage type (an effect that could in several cases be undesirable), this could also cause trouble with entities that have been made *immune* to certain damage types in order to make it impossible to destroy them (or limit the ways in which they can be killed).
Sure, you could potentially set up exceptions for each of these cases, but the number of such cases is not insignificant.
My initial feelings is that the number of cases where the change would be desirable *and* have a significant effect would be relatively low, and the number of cases where it would be undesirable would be relatively high.
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I mentioned in a later post that we can make units that are meant to be hard or impossible to kill immune to the effect. 100% resistance cases are easy exceptions as you just tell the debuff to only apply if the target's resistance is not 100%.
Cases where the critter is intentionally hard for everyone also can be easy as you can make a bit more complex equation that compares all resistances to see if they are all the same value.
Cases where the critter is intentionally hard only for one set, is a bit more complex. Most cases are plainly conceptual, actually, as far as we know every case is conceptual unless stated by the devs. Not sure how this policy stands these days but I recall an interview with Statesman noting how they designed all the critters based on pure concept, and assign powers accordingly. Not "what we want this guy to be strong at."
The most recent confirmation I get on this is a statement by Castle on how the writers wanted the arachnoids to be extremely hard, but were only forced to tone them down due to how much they ended up using them. That's another note that shows how the writer decides what the foe does and does not. It would be interesting to hear from Castle, though, if there are any encounters that are intentionally designed to be hard to kill by specific power sets due to balance decisions.
[/ QUOTE ]Honestly I dont think they were it just sort of ended up like that. My guess is that they did it to keep the melee folk in check. Either way I still dont fight the arachnoids because the time taken to kill the bosses can be extreme if you dont have a good debuffing set like poison. They just dont realize how much content people are actually avoiding do to the annoyance factor that the stupid resistances and regeneration rates critters have. It be nice if castle went over a few factions a month and check resistances and made them more fair across the board unless there was some thematic reason for the resistance (ie:mu guardian energy resistance). That would go a long way to making the end game stuff more enjoyable. -
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Another question: Who gives the high-level villain arc where you have to kidnap the rogue Fortunata who then "volunteers" to be turned into a Tarantula Mistress?
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Who else, but Westin Phipps.
[/ QUOTE ]Its sad when he is the only contact that actually gives "Evil" missions.My hope is that going forward the devs have a more darkerside for villain content.
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Huh. So those times when I'm fighting Infernal with a single Controller, two Fire Blasters, a MA Scrapper, and a Stone Tank... and taking him out anyway was stacking? This is more often the case in my experience. I also wasn't aware that bringing a single debuffer was such a hard thing to do, but maybe I was wrong?
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But that makes no sense... why don't they exploit the AV's weakness to Damage Type X right now as they would do if one person was able to lower resist type Y to 20%?
Why would they never do now what they would do then even if its entirely viable?
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Because your change would change the fundamental rules of the game for reasons I've detailed earlier.
[/ QUOTE ]So you like being useless for an entire 3 minutes when an av hits their tier 9? -
I got a question about ice/ice but its about -recharge and AVs. I know avs resists most stuff to a point but how much overkill on -recharge will it take to effect an av? Basically I want to floor their recharge to the point where they might want to run but cant do to being immobilized.
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I would just like to point out that one of the main reasons I got into this game as much as I did when I had a trial account years ago is the super group I was in. It was actually a very poorly run super group all things considered and it didn't last long but I found it very fun for the period of time that my trial lasted and I signed up for the game to keep that fun. If these restrictions would have been in place back then, of course, I probably would never have signed up and been a player for over two years now.
I wonder how many other people you have lost because of the enormous number of restrictions on trial accounts these days. I know of at least one personally. It was just too hard for me to convince her that the game got more fun once you were actually allowed to do stuff since she was constantly hitting brick walls whenever she tried to do anything and doesn't speak English that well anyway and didn't have access to the Korean channel to talk to people.
Are these restrictions really doing what you intend? I doubt it.
[/ QUOTE ]At this point it just hurts customers because it isnt doing a damn thing to stop the RMT spammers. They either found a way around the restrictions yet again or they are using paid accounts. I say just give us a way to turn off email already and trials can go back to what they were. -
I think testing in the teens will be the biggest test to see if the whole thing will be a failure or not. Thats usually point where my doms get stuck. The few I do have above 20 got their due to double xp weekends or thru lvling with sgmates. Solo there was just no way I could do it.
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Considering that a large portion of Scrapper primaries (Claws, Broadsword, Dual Blades, Katana, Spines*) do Lethal damage and most people state that Scrappers solo exceptionally well, often to the point of being broken (Werner, BillZBubba, Shredmonkey [Though I somehow think Shred's DM, isn't he?])...
We can reasonably conclude that Lethal damage is fine, it's the poor mobs you should be feeling sorry for. >.>
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Scrappers aren't the only AT to deal Lethal damage. The lower you go on the damage totem pole, the bigger a problem this becomes.
As for the Armor Breaker system - I don't like it. If a critter is designed to be hard to kill, this can completely circumvent that. (ex: Recluse with the Red Tower up.) That reduces the options a developer has for designing content.
[/ QUOTE ]Having stupidly high resitances doesnt make the critter hard to kill it just becomes an exercise of frustration. I already skip content that has extreme lethal resistance in the 40s. If I had this breaker thing I could see myself doing all the story arcs in the game. -
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This may help me champion the "Armor Breaker" system.
The idea is a single target attack on every melee set (yes only melee sets) that will "break" resistances on a single target for a limited amount of time. The method:
Detoggle + Resist Cap set to zero to a specific damage type. If you are MA, you set the resist cap to Smashing to zero. If you are katana, you set the resist cap to lethal to zero, etc etc.
This makes sure no one does more damage than base against foes without resistance but helps break the resistance disadvantage in a single target fashion.
The effect should be added to the worst DPA ST attack in the set. Intentionally, it should not be optimal to do this on a power you would normally use in an optimized attack chain.
[/ QUOTE ]I like this idea. I could get behind it 100% if it only had one thing added to it. Make sure AVs/Heroes/GMs are not immune to this. What I hate more than nothing else in this game is to fight an av and they use their tier 9 and I am pretty much stuck doing 0 damage for the next 3 minutes. Seriously no one should have 100% resistance cap. If there could be a way to hell at least do 10% damage I'd be happy instead of being totally useless for 3 minutes. -
They would load I15 on the test server so we can test it for the long weekend. I guess they dont want alot of bugs squashed at once.
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WOOOT WOOOT congradulations, now that's the Dom I'm talking about. Here have a drink, um. . just ignore the floaty bits.
I've been doing Oroboros missions and I just had a similar experience.
I'm playing at tier 4 and not only does my pull go terribly, just as I'm trying to control 3 minions (orange) and two luetenants (red) the unexpected patrol starts creeping up on me and will see me in moments. The controls I have availible at that level are, mesmorize, domination and confuse, all single target. In other words, oh dear gods, I stepped in it.
I pop a medium purple and red and hit Domination. It was a rediculous fight controling as soon as the controls came up. Trying to watch to make sure the confused ones didn't hit the sleeping ones. Throwing holds around where nessisary and at the same time trying to finish off the week. Well, I won and as it began to sink in that I was still standing I started thinking "I remember why I love this AT, fights like this."
Congrats again, your fight sounds like amazing fun.
[/ QUOTE ]One thing you want to keep in mind is that the confused critters wont hit the sleeping ones unless there is nothing else to attack or they use some sort of aoe that accidently hits a sleeping critter. Thats one of the joys of confuse and mezmerize. You can literally control the npcs like this. -
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why do people have to complain or say anything about doms they are fine where they are at all you people do is ask for nerfs i swear STOP IT please for the love of pete doms are not supposed to do tons of damage people get a grip.
[/ QUOTE ] Its you who need to get a grip. You need to realize the dev datamining has shown that dominators need the damage. The devs are rewriting what doms are supposed to be. We are supposed to be a Control Primary and Damage Primary all in one its just the damage is in the secondary. The only inkling of a nerf here is for the folks who tripple stack domination and the same damage can be made for with either IO set bonuses or assault instead of slotting for so much extra recharge to tripple stack dom.
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how fair would it be to be able to hold something then to top it off do crazy damage i dont think so damage is fine now stop asking castle to ruin Dominators please he already screwed up pvp now you want him to screw up our beloved Doms
[/ QUOTE ] Its just as fair as having insane regneration or defense or resistance and having uber damage. The net effect is still the same. It cant kill you but you can kill it. -
Finally real emapthy is why I want it to happen. Pain dom is good but it just isnt what was asked for. Now that I look it and what recent changes we had I can see why the gave us this. Because it had to go to masterinds Painbringer was pretty much gutted and given damage instead of recharge.