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Posts
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Joined
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My 0.02, for what it's worth. I'm prioritizing a little less on difficulty and a little more on importance for getting things going.
Basic Base Topics:
1 - The Big Picture. Plot and room related rules and limits - namely, how to tell what objects a plot and room can hold, and how many of them (main control/energy and storage items can be limited by either room or plot size). That what items show up to place in a room depend on if it can even take items of that category at all. Also, things about where can rooms go, where doors can go, base continuity, blocked doors, etc, and related techniques (like how you can put things in front of a door that already exists, but can't put a door behind things that are already there).
In short, first cover, "why is this red or not even showing up as an option for me."
2 - Basic functional items. Understanding energy and control. Understanding crafting and placing crafted items (add from personal base items, move in normal edit mode). Note that items placed from the personal item list have to be deleted out of a room individually before the room can be blanket-deleted. Note that some base items are yielded from sg badges. Zoom in on how to set up teleporters and how to set up a workshop for storage and crafting.
3 - Rent, rent payment, rent overdue behaviors. SG settings that affect bases, such as entry and edit permissions.
4 - Basic aesthetics. Introduce 'room style,' 'room color,' 'room topography/shape,' and 'room lighting' controls. Warn people about using 'apply to base' except on a fresh base! Point out that clipping and texture flicker is to be avoided.
5 - Basic 'avatar ergonomics' - leaving room for characters to move through, putting functional items in accessible locations, etcetera.
By the time they finish with the basics I think the reader should be able to set up a functional base and furnish it to their liking, without driving themselves nuts trying to get to their stuff, and keep its rent up and maintain it over time.
Intermediate techniques and issues would be performance and cosmetic ones.
1 - Warn about the 'high-object base data corruption bug.' Warn about the performance effects of lights, especially high-particle count lights like torches and bonfires, on PC performance, up to and including making bases un-enterable for some players (I've heard of several bases with so many torches, players crash trying to enter them and simply can't get in). Note that rendering in general in bases isn't well optimized and larger bases will consistently have poorer performance - for performance, less is more.
2 - Stacking/floating up from the floor. Cover stacking with desks, safes, and lamps and using the floor tile. Cover building platforms/second floors.
3 - Placing wall-mount items without a wall using the cubicle.
4 - Different methods of building walls using stacking. Mention SG glass logo windows.
5 - "Merging" discrete items to make "composite" objects and complex furniture/equipment. Good place to put in example furnishings.
6 - Specific room style options that have environment simulation uses or work well at something - like green miyuki gravel for grass and blue for water.
7 - Overall map design. Where to put what rooms (such as teleports and workshops near the entrance for convenience).
Advanced:
1 - Stacking ceiling items down from the ceiling.
2 - Sinking things into floors (and doing so at varying depths).
3 - SG logo and color interactions with "SG items" like glass logos and floor plates.
4 - Large/complicated merged objects, like simulated vehicles, vending machines or so forth.
5 - Interesting full-base themes - mazes, space stations, forests, etc. -
Objective:
Sonic Blast's Howl power sound is exactly the same as the warwolf NPC howls. Why?!
Subjective:
Shut up the demons. Also, while mastermind robots foot clanking sounds are cool, they are also too loud compared to other effects and can overpower other sounds in the area.
Sonic blast and sonic resonance could use some other effects. The sounds do get annoying, especially for blast when you're fighting heavily. Scream's 'raspy cough' doesn't sound attacky or super at all, and howl as noted above is just cribbed from NPC sound files and isn't all that good.
Kinetic melee's sounds have, seriously, made me stop playing the set. I wanted to play the set. I think I might like the set. I cannot stand the sounds for the set.
The sound effects for most of the electric type powers also have turned me off from playing them. Electric blast's sound effects are annoying, while electric melee's are both annoying and wimpy-sounding (this makes electric assault really screwed).
Peacebringer hum being removed would be very nice.
Neutrino bolt's sound effect could be nicer. Options or updated sound effects for eye beam powers (x-ray, laser eyes, etc) might be good too, IMO.
IDF heavy trooper and heavy commander 'missile spam' sound effect is loud, high pitched, and practically constant because they spam those missile powers so much. It could really use a tone-down or something. -
Quote:Sonic blast is probably the main contender there.Can anyone show me even a single case where a defender can dish out more damage than a corruptor using the same powersets?
Quote:Also, has anyone come up with a semi-accurate representation of the overall benefit of scourge?
In my experience, single-target attack scourging against anything less than a relatively tough boss (+con, has resistance, has extra health, etc) tends to mainly be lost on overkill, but it's very nice in AOEs. -
Quote:What I'm pointing out is that many people were succeeding on the trials with no incarnate powers unlocked at all, or just with their alpha slots. In fact I'd succeeded at getting the Master BAF badge before I'd finished unlocking Lore.But... that's precisely what happened in the majority of cases. I seem to recall a dev statement even of "partially rewarding even in case of failure, because we do expect you to fail at first" - which they do with the threads awarding during the trial, iXP and the like.
Those build up, slots unlock and suddenly more people have more capability to use to complete the trials successfully.
The 'bad old days' of that 'really popular MMO 10 years ago' would see you grinding for weeks or months before clearing a raid. Heck even recently in the 'former expansion of the current leading MMO' you were looking at months of raiding to even be geared enough to win the last few encounters in the 'cold castle belonging to the famous big bad.'
The trials were designed to allow for partial rewards in failure, but they weren't designed to be so far out of reach that you needed to fail at them extensively and repeatedly do so. There's no 'gear checks' (like a 'wurk of patches' or an 'incarnate of battle' were), or if there are, they're trivially easy ones such that I didn't even notice them as such.
Maybe that was the intention? Maybe, but then the execution of it is a failure and the devs would have known it when the testers were beating the trials before the powers were available to be unlocked.
Short version of all this: the trial design is inconsistent with the sort of progression raiding I'm referring to. They would be much, much harder. I think it's a lot more likely the devs allowed for partial credit but expected people to be largely successful at the trials rather than expecting people to largely fail the trails until they were 'geared up' on them. (I also think that's a somewhat better approach to raiding those it has its drawbacks, namely, that it lets players consume the raid content much faster).
Quote:Read it that way and as observation. *shrug* I'm enjoying the argument. I quite obviously *do* disagree - like I said, I think the effect on IO builds (which IIRC have started to bug the devs a bit) is more a (to them) "happy side effect" than even a secondary consideration in the design of the trials and mobs. Primarily because the lore buffs would make higher defense/regen/etc. even more prevalent - and mobs would be designed to counter it.
Of those things, off the top of my head in the trials you'll find a handful of -recharge powers (seer psi blasts, and the ACU burn patches); two -recovery powers (drain psyche and that pbaoe drain some of the robots throw when they die); 3 -regen powers (victoria eyebeams, ACU blasts, and drain psyche); 1 -resist power (surveillance); and then a mother lode of def-busting: higher base to-hit on everything, +tohit battle orb summons, -defense powers (including the autohit surveillance), auto-hit attack powers (like nova fist or heavy commander EMP missiles), and the 9CU escalating tohit & damage buff. And to counter the status protection there's almost nothing. The IDF mobs have less control powers than I'm used to from standard content, not more.
Given how heavily that list is tilted towards defense-busting even though defense is only a small portion of what the destiny buffs offer I can't help but come to the conclusion that defense is being targeted especially. It's the simplest explanation that makes sense. -
Balancing the trials around incarnate powers would've presented a catch-22 on their release: you'd need the powers to do them, but need to do them to get the powers. The likely outcome of that paradigm would be people failing numerous trials and progressing based on ixp and the astral merits from what stages they could complete, before succeeding at all, like in progression raiding in ye olde 'other mmo that was really really popular 10 years ago.'
Instead, at least in my circle of friends, we were consistently succeeding at both trials from day 1 onward after only a few failures to start, during which we gained sufficient familiarity.
As for actual incarnate buff usage, I generally see three types of people with them in trials: 1 - people using them off cooldown no matter what; 2 - people using them on an occasional basis, most often to try and buff the league or else gain burst survivability like a tier 9 defense; and 3 - people not using them at all for some reason, including 'not having them yet.'
I do not see people making a concentrated effort to coordinate destiny buffing of the whole league to any effective level on a consistent basis. The amount of effort it would take to do so would be prohibitive anyway, given approximately 1 minute of high-efficiency buffing per destiny power. The league would have to group hug and the designated people use their destiny every minute. You can't even get people to stand still long enough to get 2 bubbles cast on them every 4 minutes normally.
And meanwhile, the form that the incarnate content difficulty takes is fairly closely focused on accuracy and defense-busting. There's not nearly as much -resist, -regen, or -recovery as there is -defense and +tohit. Considering that directly addresses one of the biggest disparities between heavily IO'd characters and lower-tier builds, I don't think it's a coincidence. Edit: You're free to disagree, and I've never presented this as anything but an opinion. It's my observation that the trials include a lot of defense-busting enemies. It's my analysis of that observation that this is a counter-measure to 45% soft-capping IO builds. Amusingly, this counter-measure comes down even harder on non-defense characters, in my experience. My softcapped widow survives much better in the trials than my non-softcapped willpower brute or my fire armor brute. Or my 2 friends' peacebringers, or one friend's warshade.
The higher accuracy of trial mobs was noted, and asked about, in the testing phase. There was no dev comment on it, at least so far as I remember. -
You have something of a point, but at least until the AOE buffing change goes live and people actually start using buffs more often, I don't see buffing as very prevalent in trials, beyond toggle (leadership or big bubble) and PBAOE type buffs (AM, mindlink, RA, etc). Heck, in normal content I'm pleasantly surprised when I run into buffing set characters who even have their buffs, let alone actually make a serious effort to buff me consistently for an entire mission.
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Quote:Level shifts may be baked into the difficulty by the enemies being +4.Are you sure about that? Do we have a dev statement on that?
See, I'd say it's more "The trials have the fact their rewards can, and probably will, lead to massive buffs and level shifts built into its difficulty setting" than anything about IO builds. The trials are Incarnate trials - and based around people with Incarnate powers. They were a bear to complete the first few days, then - as more people, including khelds tyvm, got level shifts and other powers on top of familiarity - became routine.
The biggest challenge with them at this point is lag, with team coordination - not IO builds or AT selection - in second.
I don't see level shifts as a particularly good explanation for the enemies having auto-hit debuffs and auto-hit powers, or 14% higher base accuracy, or being able to do enough damage in a single hit to one-shot code a 1500 health character. Those are all things that counter "characters that are only hit by one attack out of 20 on average normally." Ie, defense builds.
Considering how the devs have been using lots of words to say nearly nothing, or just plain saying nothing, ever since Castle left? I don't expect any official statements either way, and neither should anyone else. -
I didn't say 'kheldians have difficulty completing trials' I said that the trial content seems to take at least some level of IO build into account in its difficulty tuning.
Meaning that the dev statement of 'the game not being made harder for IOs' is IMO now, 'the existing game wasn't made harder for IOs, but the new trials are.'
As for the high end build thing? Sure, I'll still take your challenge up. I seriously doubt we're going to see PBs pulling down 300-400 dps even in theory, while being softcapped (let alone 59% softcapped) and also having status protection, though. And 300-400 dps is the -practical- dps (ie, pylon measuring DPS) of endgame scrappers, who are surviving tanking said pylon at the same time. But I can't even get a softcapped PB that isn't a seriously convoluted build, let alone one that's softcapped and does 200+ DPS. And contrary to what some posters might have you think, defense outstrips resistance in actual gameplay because of the debuff avoidance it affords. -
Nobody's enthusiastic about it because not that many forumgoers care much about SO-based performance. I'd tend to agree with you that the kheldian inherent will need to change if the ATs' powers are going to be improved on, because the devs at least pay lip service to SO-based balanced. I'd also expect warshades are going to get slapped with power nerfs if and when that happens.
But I also think that unless the overhaul takes IOs into consideration, kheldians will at best end up the 'dual pistols' of AT choices - looking cool, but at best mediocre performers in the end game. The reason scrappers are the gold standard for performance comparison and set the baselines for pylon times or AV soloing or so on isn't because of what they can do on SOs. And the incarnate trials seem to very explicitly acknowledge IOs, such as by increasing their NPCs' base accuracy and giving them autohit debuffs and special 'boss fight mechanics' to their AVs. -
Quote:I have a post in the linked thread, but I'll sum up a bit here: NW = solid melee performer and team buffer, that's easily built to its top capability on a moderate budget. Fort = solid melee performer or moderate ranged performer, plus moderate controller, that's more expensive to build to its top capability.Thanks all! There is a lot of great feedback here.
My Widow is still at a lowly level 2, so I have some time to think it through, but I definitely like the idea of using the dual builds. I've never seen a need for it on any of my other toons, but it totally makes sense here.
Another patron power question...with all the powers that are available for the widows, are the patron powers really used that much? If so, which set?
The NW has a mild ST damage advantage, the fortunata has a mild AOE damage advantage. I think incarnate powers make them more equal than ever in some regards - the reactive interface in particular overpowers their damage differences, IMO. At this juncture I'd pick the one I preferred playing, really. Or use dual builds to do both, and switch situationally - I think forts have an edge in 'normal' content and NWs have an edge in incarnate trials (because the fort's lack of ability to stack area control magnitude is going to hurt them against the IDF and +con enemies).
As for patron powers... I recommend against them for melee widows most of the time. I did some testing on the test server and found that the claw redraw triggered by using any of the patron powers badly diminished their DPS improvement. Shatter armor, for example, results in much less than 20% improved DPS - taking pool leadership assault is realistically about the same benefit. Gloom or mu lightning can actually hurt your DPS if you're a claws user. If you're a ranged fort, though, you'll want gloom. Badly. The psi attacks in fort have much worse stats in terms of DPA than the claw attacks.
For an NW I'd suggest grabbing aid self and 'extras' from your own set, like placate or smoke grenade or even confront (it's good for soloing AVs) before I'd suggest taking patron powers. For a fort, I'd say it depends on if you're going melee or ranged, and how much AOE you want. -
The mez and mez resist/protection paradigm in this game is just brokenly awful. Sadly there's a huge dichotomy between people who have status protect and those who don't. Really, we should be attacking this problem at its source, but it probably would be too much work for the devs to fix it at this stage.
Carry a few breakfrees and get a clarion destiny to make your kheldian functional, and hope that if/when they look at ATs again they'll do something about this issue. It'll be months or years before we see changes, if history is a guide, sadly. -
Quote:Erm, "very soon"? With the recharge to run shriek/scream as your attack chain and some procs, sonic already was pretty solid in the single target arena. Reactive DOT is just going to make it moreso, and yeah, probably add it to AOE, with siren's song possibly even being preferable to shockwave because you don't have to worry about KB management then.A long time ago, I once posited that Sonic's AoE potential was much higher than most people gave it credit for. Howl and Shockwave do low damage, but recharge very fast. With as much +recharge as we can now get, this is not as big of an advantage as it once was, but it can still be leveraged. With a Reactive proc, Sonic is even more capable and Sonic blast boosts the damage of the Reactive proc quite nicely.
I expect some very good damaging Sonic blast builds to emerge very soon.
It does make the sleep useless, but... honestly, the way sleeps go in this game, it's not really making it more useless than it was to start with. -
Quote:Dev statements imply that it shouldn't work that way.Unless you gain rewards based on the individual team of 8 you are on, I can tell you straight up that my Emp defender who runs these trials a lot...or did, but focused on healing and buffing gets nothing but commons or threads.
If Im on my controller who does a ton of AOE style damage, I get rares or uncommons.
If this has been disproven then I suck it up and say I am wrong, but I have tried it both ways and Ill say it feels exactly the way I described it.
Actual player testing is very mixed. In my opinion it's likely that the devs are being honest and it shouldn't work that but some unintended consequence of the way the system works is hitting certain characters under certain play-styles, and not others.
But because of the sextuple-secret participation probation we're under in the trials, we have no way of figuring it out short of large-scale brute force mathematical analysis that so far not enough data has been collected into the same hands to seriously attempt. -
IO set bonuses can make high-offense characters extremely survivable, but tend not to be able make high-survivability characters extremely damaging. (There are some exceptions/a few ways around that).
Throw in the lack of any meaningful death penalties, especially at 50, and the fact that high-offense characters make better soloists and farmers, and yeah you're going to find more 'top end' characters are high-offense builds. (Especially because they're the ones who can afford to farm up the money they need to get to be high end builds, making a powerful scrapper or brute starts a virtuous circle from the player perspective - the stronger you are the better you become at getting stronger still).
I noticed this trend several Issues ago, actually; it seemed like it really took off when they buffed +defense set bonuses (a move I was, frankly, shocked by from a balancing perspective and that I think caused several of my friends who wanted to play support characters to reroll or quit, as they started feeling more and more superfluous).
The Incarnate system seems set to just amplify that more, with Clarion offering self-sufficient status protection to squishies, and even more survivability to everyone else, and reactive and judgement boosting offense even further, to the point where a lot of spawns simply will never pose a meaningful threat before they're wiped out.
As it stands I tell people who want to play support characters to roll VEATs. -
If you enjoy the character, you'll have enough contribution - even if it's more invisible than usual to many - to keep playing. The incarnate trial mobs do have a higher base to-hit (in addition to being higher level, which applies an accuracy adjust) and so most characters who are softcapped to 45% do need some additional buffing to reach the 'incarnate softcap' of 59%.
However, any significant defense buffing character provides enough to close that gap; most also offer other benefits over forcefield. Forcefield does provide more defense to people who don't have any, or more a debuff pad, but those things tend not to be as heavily valued or even noticed. So if you are looking for maximum mechanical leverage and the acclaim of your teammates, yeah, you probably would be happier with a different character. -
Quote:Actually I call that (and throwing powers on auto and a lot of the other 'constant activity' things you outline) not only entirely arbitrary, but also:I don't think the metric is arbitrary.
When the iTrials came out and I was playing my Dominator I noticed I was getting Common reward tables every time - then I stood back and looked at how I was playing my Dom.
I had my Strangler on Auto and that was pretty much it. I'd slap down some immobilizes during Phase III but otherwise the rest of the trial I just targeted through the main tank and let my Strangler auto-hold and do nothing, basically.
Then I was like, well, it wouldn't hurt to use my secondary powerset and some of my other main powers. So I started using all of them. Constantly. Even if it felt like they weren't doing anything. Once I got my Interface power suddenly all of my powers seemed relevant. Even if they weren't doing a ton of a damage, even if they weren't really debuffing, even if they weren't really slowing that much, they had a chance to land that Paralytic Interface secondary effect.
That's when all of my powers became relevant. That's when Thorntrops & Rain of Fire, even if they didn't slow down those Vicki's and 9CU's, became important - just for that Interface effect.
What did I notice? I was suddenly getting Uncommon and Rare tables.
Moral of the Story:
At level 50 you should have a whole slew of powers are your behest - even as a Master Mind.
I have a Master Mind. I use my secondary - poison - constantly. Whatever your Master Mind build is, whatever your secondary is, I don't think for a moment there is a situation during either iTrial where you shouldn't have a moment to not be using it - either attacking your foes or enhancing your teammates.
What do we call that?
PARTICIPATION.
MINDLESS SPAMMING.
If I want to play a button mash game I will go play one. Like a topdown or side-scrolling bullet-candy shooter. Those games don't have a subscription fee, and they aren't given updates that change their fundamental nature after I've been playing them for years.
I don't want COH turned into a fundamentally different type of game seven years after the fact, after paying and playing happily for nearly that entire time. This should not be a hard concept to understand. It's not making the game harder, it's just making you mash more buttons. There's nothing 'harder' about that. In fact, it's dumber. It encourages dumb play - mindless power spamming even against targets that don't warrant it. -
"AFK, dog on fire."
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For the OP:
What we know constitutes participation:
1: "Attack" powers - powers that target an enemy and require a to-hit roll to affect them. Attacking things is very strongly counted by the participation system. It doesn't (directly) matter if your attacking is single-target or AOE, or how much damage you do, or if you kill the targets or not. Damaging powers (including controls or debuffs that cause damage) seem to be weighted more strongly than pure control or buff/debuff, however, we don't know for sure on that one.
2: That's it, actually. Nothing else has been proven beyond a doubt to work.
What we suspect constitutes participation:
1: Staying near numerous teammates all the time. People playing 'pure support' with no attacking have gotten non-threads. It's possible their proximity to others helped in this.
2: Healing people who actually need it. "Overhealing" seems not to count - rocking the aura isn't going to get you out of the threads table by itself. But again pure support healers have gotten non-threads. It's possible that effective healing of others helped in this.
3: Directly assisting with trial goals. We don't know for sure it but it's been implied by dev statements that helping achieve objectives counts for extra participation in some manner. Such as hitting the crates/chambers in a lambda trial. Or hitting the AVs in the trials.
4: Being on a league that achieves badge goal conditions in the trials. The devs have essentially posted that your score is improved in some manner by being part of a highly successful league. There's weak evidence that badge conditions fulfilled may be what they meant there.
... and that's it. We don't have enough information to be sure about anything else. Though the devs have said certain unintended consequence "deviant behaviors" don't directly improve your score, there are ways that those behaviors can in fact indirectly improve it, because of how heavily weighted attacking is by the system. -
Quote:The trials are about participation?Well, then, if you remove participation, what's to stop groups of - let's call them "grinders" - who invite friends to sit at the door while they take their three best tanks/brutes/whatever and basically almost solo the mission - and then their friends, who sat at the door, did nothing, just chilled - got an Uncommon or Rare table?
I'd call that an abuse of the system.
It's sort of like during Infinite Crisis, Superman taking on Anti-Matter while Wonder Woman and Batman sat and waited for their l00t because they didn't feel they were able to participate well enough.
I get it - some people feel they are getting cut out of rewards. I have a Dominator and as we know, my holds/immobs are perceived as [/i]useless[/i] - but I've got 2 rare tables last week because I've moved beyond the idea that I need to hold/immob everything and focused on what else I could be doing.
The Participating System is gratifying everyone, I hear it, I get it. But it needs to be there because these Trials are about participation. To remove it would allow people to kick back, relax, and soaking up l00t (in a worst case scenario.)
So, again /unsigned
That's actually the best way to describe it I've heard. The system existing makes the trial "about" participation - about making sure you please the system so you don't get the box of rocks "10 threads table" at the end. Even if pleasing the system means playing in an aberrant fashion. Even if what you're doing to please the system - or just playing while looking over your shoulder to make sure the system is happy - makes the trials less fun.
Only nothing ingame says the trials are only and all about participation. We're never told we just have to participate. And in fact, participate as hard as you want - if you don't succeed on at least one subsection of the trial, you get nothing. If you don't succeed at the whole trial, the participation score doesn't matter at all, because you get no reward table.
Definitely though, it's all about participation. That's the point of the trials, to get an E for effort, not a drop for success. -
I've led a pretty good number of trials by now, and I've frequently found myself annoyed by some missing features for league management and some of the behaviors of the league management tools we have already. Here's a list of improvements I'd like to see to make both leading and playing in a league a better experience.
1 - Stop awarding the league star to someone else when a trial starts. The person who had the league star when they queued for the trial should keep it. If two pre-made leagues are merged by the LFG system, the leader of the bigger one should get the star. The fact that someone can make the effort of putting a trial together only to lose control over it when the trial actually starts is really awful.
2 - Add league locking to tell the LFG queue not to add anyone else into a given league. This will smoothly and invisibly prevent numerous problems for both pre-made leagues and queued individuals.
3 - Add a "Ready Check" button that will play a sound cue and pop up a window to click "Ready" or "Not Ready" on within 90 seconds. Report to the entire league who clicks what or if they time out. This will help determine who's afk when going to queue a trial, and/or get the attention of people who have alt-tabbed or started watching TV or something while they were waiting. This can also be used in trials to help determine if someone's afk and deserves kicking.
4 - Add a "Vote for New Leader" option - target a player, then context menu "Vote for New League Leader" will announce through a popup that that player has been nominated for leader by the player that started the vote. The league would then vote yes or no via that box. A simple majority carries the vote. Limit the number of votes one player can start to one per trial. Under this system, players can't nominate themselves, and vote-spamming is prevented as a potential form of griefing. And because everyone's name is announced, frivolous nominations are socially deterred.
5 - Add a "Vote to Kick" option, similar to Vote for Leader, but to initiate proceedings to remove any other player from the trial. Limit it to one vote initiated per trial per character, and display names to help deter frivolous votes.
6 - Remove individual team locking by team leaders. It doesn't serve a useful function in the trials as far as I know beyond offering a defense against abusive leaders... which a vote for new leader would replace. Meanwhile, rearranging teams for Lambda phase 2 or to compensate for newly-joined LFG members or disconnected/quitting teammates is made more annoying by some teams being locked and others not, especially because the feedback message doesn't make it completely clear when a team is locked and the locking icons can be hard to see in the league window.
7 - When someone fails to click the Join Queue button when the trial is launched, display their name in some kind of feedback message so the team knows who was afk - or possibly, griefing. -
Agreed. Social tools like kicking, player notes, and a more robust league management system would be the proper way to deal with doorsitters.
Sextuple-secret probation - not being told we're measured, not being told why we're being measured, not being told what counts or doesn't, not being told what score we have at any given time, not being told what score we need, and not being told when it changes - for everybody isn't justified by the existence of a small number of bad apples who can be punished without making everyone guilty (a doorsitter) until proven innocent ('active' - because it doesn't measure 'participation,' it measures 'activity'). -
If you're doing such a bad job that the people who you built a premade out of want you gone, and it overcomes their recognition of your efforts in starting the trial up, I think you probably really deserve it.
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It's likely that if you did not get the threads table at the end of the trial, you had the same chance of getting a rare or very rare as anyone else on that trial. At the very least, if your individual participation score does affect your end roll, then Baryonyx outright lied to us all.
If you did get the threads table though, and get it regularly, you will be better served by changing your playstyle to a more aggressive, enemy-oriented one. A number of things seem to count for 'participation' but the only one that I consider solidly confirmed to count at the moment, and seems to count very strongly, is 'attacking things.'
How much damage you do doesn't matter. Whether or not you actually kill anything doesn't matter. If it's single target or AOE doesn't matter. Using powers that attack things a lot - even if it's the same power over and over - is currently what I'd call the best method to 'not get threads.' And thus to have a shot at a rare or very rare.
However, since we're on sextuple secret probation (1 - not told we're being judged; 2 - not told what we're being judged on; 3 - not told what helps or hurts our score; 4 - not told what our score is; 5 - not told what score we need; 6 - not told when it changes) in the trials, I have to add the disclaimer of "your mileage may vary" and "this could change tomorrow and we wouldn't know it until it stopped working." -
Quote:Everyone loses some time for positioning. It's just how it is. Even fully-ranged characters - that 80 feet of range isn't really very much, and most blast sets have a 40 foot attack as their best one. And animations root us all. What's more, ranged attacks tend to have worse stats than melee ones (especially widow melee ones, with their excellent DPA).Then you are better than the thousands different players I've played with. Personally, I've never seen someone managing to not lose any time in melee as compared to ranged. Not a single person. A 0% success rate over such a large sample is enough to let me firmly believe my experience is the norm and you're the outlier, far above the curve ; advice that works for you may not have the same results for most of the playerbase.
The key is being quick to get from one spawn to the next. Most ranged characters don't have the ability or inclination to take an alpha strike, though, so even if they beat you to the next spawn they're going to stand there with their th... holding their fire until you or another melee dives in ahead of them.
Of growing impact is the fact that 'normal spawns' really aren't an issue anymore. Incarnate powers have shifted the game that far. Normal spawns in regular content are something to just AOE down off-handedly now, and single-target DPS is primarily only a concern to me in taking down AV or higher tier targets, which are easy to close with and generally easy to stay closed with. -
"Vote to kick" and "vote to replace leader" options are two improvements (along with "lock league") that I'd dearly like to see with leagues. Give the playerbase the social leverage to deal with issues affecting them.