Frosticus

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  1. Quote:
    Originally Posted by Star_Seer View Post
    Does the endurance crash from firing EMP arrow seem illogical to anybody else?
    How does firing one particular arrow make you so tired out you have to stop shooting for 3 min?
    The recovery debuff only affects you for 15 seconds. That said it is a massive 16.67 eps debuff (same as nukes). TA isn't burning through the blue like Storm, but it isn't the most friendly set either. And when you factor in using EMP arrow it is sort of an end pig if you have it up fairly often.

    Aside from it obviously just being a copy paste from Rad maybe the dev's figure it hits you too or something...but then why doesn't it hit your teammates? Explaining the debuff on the rad version is easy, but not so easy when you stick it on the end of an arrow. Did I put ALL of my energy into making that one arrow? If so then shouldn't the debuff hit me when I load it up (ie finished making it) rather than when it goes off? who knows.
  2. Quote:
    Originally Posted by FredrikSvanberg View Post
    Time to reiterate the request for some kind of purge mechanism to hide arcs that nobody wants to see anymore.
    I achieve this by never going into an AE building...rimshot

    Seriously though, agree 100%. The mission listings are a disgrace. I find you either know the # or global of the arc you are seeking or why bother. And knowing that information eliminates the use of the listings in the first place, which further shows how junky and cluttered they are.
  3. Frosticus

    Ill/Cold

    Quote:
    Originally Posted by JimmyAISB View Post
    Am I headed in the right direction with this one?
    Yes you are. You may have taken my comment about ensuring you slot for recharge in key powers a little too literally though

    For instance, 5 pieces of the Apoc set gets you 89.9% rech in the power. ED 'cap' is 95%
    Slotting a rech IO on top of that exceeds the ED cap, but in all likelyhood will be far more beneficial to either place that slot elsewhere or stick another proc in it.

    In the case of spec wounds I hope you brought your sugar-daddy because the only other proc you can place in it is the pvp dam proc, which runs about 800M !

    Same thing for sleet. That extra rech IO shaves 0.4 sec off, but would probably be better served with an achilies -res proc.

    Blind, same deal, either get another proc in there, or use the 6th slot for the apoc Dam IO and use the other 5 pieces of Apoc in Spec wounds. Ideally you'll slot blind as an attack though. Nothing, and I mean nothing, survives long enough for it to be of use as a hold (the things that do live long enough have AV level hold protection, this includes most late game EBs). You may find to get the recharge you need that you have to slot blind as you have, which is fine. You honestly don't use it on hard targets very often and anything else it is just used to set up containment.

    Regarding Infrig and Snowstorm. You may find you end up using them very rarely. I honestly can count on one hand the number of times I use infrig per week. It's a good power, but you kill so fast, why bother? I don't have snowstorm. Same deal, decent power, but why bother? If you do keep them they don't need much slotting to perform well. You may find you can net better global recharge returns from other powers as the slow set has very paltry bonuses (3.75 is very low).

    Hasten only needs 2 slots when you have extreme global rech. There is little purpose having it recharge before it expires.

    Last but not least, you have 6 lotg+rech slotted. The last one is of no benefit as the set bonuses cap at 5. Worth noting though is that basilisk gaze and the pvp heal set that offer the same 7.5% bonus do not conflict with Lotg, so you can have 5 of each if you wanted for a total of 70% if you found room for them all.

    the great thing about pvp IO's (heals in this case) is that aside from costing nearly 2billion for 5 pieces (ok that part isn't so great), is that they also work at all levels just like purples. If you spring for lvl 25lotg's you can have a beastly build even when exemp'ing. But again, I have little doubt this is one of the most expensive builds you can put together in the game if you push it. The build I'm working toward next has 100% global rech all the way down to lvl 22.
  4. Frosticus

    Ill/Cold

    Quote:
    Originally Posted by Oedipus_Tex View Post
    One thing to keep in mind about Illusion is that the entirety of its AV soloing capability rests on the way AV AI works. Despite being nigh gods they are unable to figure out they can't damage Phantom Army. If there are updates in Going Rogue that makes AVs smarter it could be really painful. So far there have been no indications that a change is likely, but it's not impossible for it to happen, since AV AI up to this point has been pretty much baseline.
    The only way this will ever become an issue is if it becomes an issue for tanks as well, or Castle decides to specifically nerf PA and the decoy. They attack PA and continue to attack PA despite you doing a lot more individual damage than each one because each of their attacks has this:
    +27s Taunt (mag 4)
    Additionally the decoy that Phantasm spawns attacks also do:
    +13.5s Taunt (mag 4)

    You won't strip agro off of them. You can and will pull agro on excess mobs though as they aren't particularly good at keeping the attention of more than a few.

    As a comparison point tanker attacks do:
    +13.5s Taunt (mag 4)
    Tanker agro aura:
    +13.5s to +16.875s Taunt (mag 4) *willpower aura is the exception at 1.25s.
    And tanker taunt does:
    41s Taunt (mag 4)

    I don't know much about taunt mechanics, but I have a sneaking suspicion that PA can out taunt (as in pull agro off of the tanker or make it so the tank can't pull the agro off of PA) everything but actual taunt. Like I said though, I'm not sure on that front and haven't tested it.

    Further to that Illusion provides a couple ways to lower your personal threat modifier, which decreases the chances of mobs taking a liking to the idea of you being a corpse.

    As a side note the pet recharge nerf (as it was a nerf to far more pets than it buffed or fixed that we use) greatly reduced the ability for Phantasm to hold group agro. When he could be affected by recharge it always had a decoy ready to summon (sometimes even 2 out at once). The decoy aoe taunts with energy torrent. This really helped a set with relatively low aoe control protect a team. But it is what it is.
  5. Frosticus

    Ill/Rad help

    Quote:
    Originally Posted by ketch View Post
    Any interesting thing I noticed after Tal_N altered us to some weird AI with Group Invisibility: the reduced threat level never suppresses. Superior Invisibility's threat reduction does suppress when attacked. It's documented by no one really takes notice of it.
    All the more reason to take GI then. It's cheaper for endurance by a factor of 12x, benefits the whole team and with the kind of recharge being discussed is easily perma.
  6. Frosticus

    Ill/Rad help

    Here's what I noted about your new build
    -you only need 2 slots in hasten for it to be perma. It doesn't stack, so having it pop up well before it expires just incurs more hasten crashes over time and more attack interruptions.
    -moved that slot to AM and changed the slotting to 4 pieces of perf shifter (all with recharge), which bumped recovery up to 4.25 eps (was at 3.97) and gave a bit of hp.
    -switch out call to arms acc/dam/rech with soulbound acc/dam/rech. Better numbers.
    -5th slot in Phantasm is better as an acc/dam HO, or explosive dam proc ime.

    It's worth noting you don't actually have softcapped s/l def. Sup Invis suppresses to half value if you are attacked. I imagine you are building for defense because you expect to be attacked. So your build is actually at 43.1% s/l def.

    The next suggestion I'll make may seem counter-illusionist, but why not drop Sup Invis for Group Invis?
    If you are playing an aggressive illusionist and taking heat there is little difference between the two from an invisibility viewpoint and they both lower your threat modifier.
    What this will do is reduce your end consumption from 1.47 eps down to 0.45 eps.
    With the above changes you'll be netting ~4 eps w/ perf proc figured in. Which is a heck of a lot more than 2.7 eps your build has now.
    GI works out to be 0.09 eps vs 1.04 eps for SI
    Suppressed def value of Sup Invis is 2.25% vs 1.88% for GI. So would put your build at 42.5% s/l def
  7. Quote:
    Originally Posted by Silverado View Post
    What Frosticus is really trying to say, is that he's better than you all.
    I follow in the path you have blazed my friend. Much of my interest in big game hunting came from you. After Castle took a giant **** on pvp I quit the game and had no intentions of playing again.

    To be honestly I'm not nearly as good of a player as I used to be, but I'm a lot better with calculating pve builds now.
  8. Frosticus

    Ill/Cold

    If your plan is to solo single targets you have very little use for defense considering PA taunts. Focus on recharge for the overall build and especially make sure you have high recharge slotting in the powers you expect to be using a lot. Basically if spec wounds, blind, sleet, PA, HL, benumb aren't all slotted to the ED cap for recharge then you are consciously taking a performance hit.

    You can squeeze 155% global rech (before hasten) out of the combo if you solely focus on recharge including purples and pvp IO's. You need 300% recharge in Phantom Army for them to be perma, though a bit more is nice as you only have 60% resistance to recharge debuffs, so if you get tagged by psy blasts or ice powers it could mean trouble. So the build peaks out at ~320% recharge (or a 4.2x modifier) with hasten and 95% rech slotting. If you need 300% for PA you can see how optimized you will need to make the build toward recharge.

    I suggest having a read through Local Man's ill/rad guide. It has instructions on how to build a perma PA ill/rad, much of that information can be transferred to other illusion builds.
  9. Frosticus

    Illu/Rad Build

    Quote:
    Originally Posted by _Pine_ View Post
    Also, PA has a higher threat than a tank that is taunting. Soooooo, why have Soft capped defense when you don't get attacked anyhow.
    I know why I've been considering ramping up my s/l def on my perma PA ill/cold. It's because PA isn't very good at holding more than a few targets' agro.

    And the kind of stuff that perma PA lets you get in to means that the tiny duration they lose agro when you recast them can spell trouble.

    As the group I ran a STF with last night can attest to. I had little issue pulling agro on to myself in spite of a very heavily taunt specc'd tank and 3 sets of PA (including my own) all taunting things. I mean if you just sit back and spam confuse while your PA does the work you likely have no issues, but trollers can do some pretty solid damage if they spec everything as though they were attacks.
  10. Frosticus

    Ill/Cold

    I'd avoid this route unless money is no object. The screens you have likely seen are mine. The build is easily pushing over $4 billion in aftermarket parts. The next level I plan on taking it to will likely push it closer to $10 billion. It takes a lot more than just a few bolt on parts and a bottle of nitrous for this build (ya I just watched fast and furious 4 again) to tear up the scene.

    You can build an ill/rad that will be able to do all the same things and have a self heal for 1/10th to 1/4th the cost. Granted, it is about half as fast at it, but still.

    If you have the funds and still want to proceed than post up a build and I (we) will gladly improve it from there. The key to the combo is maximum uptime of PA and ideally perma PA as cold itself doesn't have a lot of personal survivability compared to some other secondaries.
  11. Frosticus

    Ill/Rad help

    Not sure why someone would have said it is impossible, just generally unwarranted.

    I think both builds posted are going to tank their endurance if you even try to use seismic smash. Now it may be there mostly as a mule, but resisting the urge to pull the trigger on that attack is a challenge ime.

    Now building for perma PA with softcap s/l on an ill/cold given that arc fog currently isn't granted any typed def is a build challenge. I've contemplated specc'ing my ill/cold into something like this for the purposes of taking out more than 3 AV's at a time and for the solo run of the ITF I'm slowly planning out. But...it's not really needed for anything else.

    Not relevant to the OP at all, but just thought I'd share.

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  12. Just depends what you get yourself in to. If you can't burn through the ~3.8 eps you'll have from one target then you aren't fighting hard enough. Which is to say, what do you do when you fight an EB or AV?

    As a point of reference I have perma Heatloss + stamina on my ill/cold. Sometimes it will miss when I'm taking out an AV, or other times it is simply too dangerous to get in close to ensure I get the enemy centered buff. HL is slotted for end mod, whereas DP is typically slotted for health. With just my caster buff I recover 5.68 eps and I can still run very low on endurance.

    Are the times that my recovery is below 8 eps common? no, but it just depends where you put your toon. For general play I'd say you could easily skip stamina on a high recharge /psi dom. Whether you want to skip hurdle combined with cj is a different matter though.
  13. Quote:
    Originally Posted by Arcanaville View Post
    No reason why it can't, but also no reason why it should. Blazing Aura is a derivative of tanker damage auras, and has the same radius by default. Lightning field, on the other hand, seems to have been intended to be a damage mitigator (drain) that happens to deal damage, and has a larger radius as a result. In fact, I believe its almost certainly the case that while Blazing Aura was borrowed from Tankers and added to Blasters, Lightning Field was borrowed from critters and added to Blaster at the beginning of time (to save time in the mad rush to create the powersets that archetypes required). its radius is an artifact of that, and because the two powers have different intentions there's no impetus to normalize them against each other after the fact.
    I'm aware of how the powers came in to play. My comment wasn't asking for a literal explanation. Thanks though, fun as always.
  14. Quote:
    Originally Posted by Mystic_Cross View Post
    Fire Manipulation also has Hot Feet, Which has the same radius, AND does more damage than Lightning Field out the box... so you're wondering why /Fire doesn't have even MORE AoE potential than every other set?

    Not that I'd be opposed to /Fire having two 20' radius damage toggles...

    But it already tops the AoE list in blaster secondaries by having 3 PBAoE attacks and 2 PBAoE damage toggles. Even if one of those toggles has a paltry 8' radius... it still has far more than any other secondary offers, So might be a bit unbalanced if they extended the radius of Blazing Aura on top of that.
    I point out the small radius of blazing aura for blasters because it has a lot of issues working with the set and the AT. Would it be unbalanced to set it to a large area of effect? maybe. Probably not though.

    Then again, I've often said that /fire manipulation should have fiery embrace in there somewhere...and not necessarily at the omission of buildup. But then again I look at the damage to survivability ratio that blasters have in relation to some of the other high damage builds out there and they have a lot of room for further improvement before they become unbalanced.
  15. ya I wasted a couple shots of the warwolf temp on the posi TF. The first time I just thought maybe it got insta-gibbed and I didn't notice. Second time it definitely didn't summon anything, but still used a charge.
  16. Is it worth it to make sure Croatoa is safe again from these threats?




  17. Quote:
    Originally Posted by Primal View Post
    Either fight ever-bigger and -badder stuff and be a real hero, or you're pathetic and weak and second-string? You seem to be a little more into the RP aspect of this than you care to admit there Frosticus.
    Lets look at it another way because despite your interpretation it isn't nearly as black and white as you'd like people to think I'm saying.

    Is the Stanley Cup > World PeeWee hockey championships?
    Is Formula 1 racing > GoCart Racing?
    Do people covet the featherweight boxing title, or the heavyweight title?
    Etc.

    In between each extreme there are hundreds, even thousands of potential categories. If you haven't achieved the pinnacle title that doesn't mean you aren't doing good things within your category. It just means you aren't competing on the same level as those that are achieving the ultimate titles of the entire overarching group.

    In terms of CoX, you can be doing a bang up job stopping those street muggers, but you aren't in the same league as the character that stops Romulus and the Nictus all by themselves. Heart (which M E seems to be preaching) can only get you so far.

    If you are happy with your character reaching their peak doing what they could easily send in a squad of like 5 R.I.P or P.P.D to do then that is your prerogative. I personally like to brush shoulders with the likes of States/LR. To each their own.
  18. Quote:
    Originally Posted by Madam_Enigma View Post
    Ulberman the Unknown comes to mind. He's a Boss level enemy, and if you don't stop him he'll pretty much destroy the time stream and rewrite history.
    But not all of them do. The Wheel of Distruction arc for example has you saving the world, but has no EB or AV in it. And not every AV/EB is part of a world shaking arc. Sometimes it's just bringing in a petty thug.
    Thanks. Glad you noticed where I said "there probably are a few arcs out there". Why don't you list all the arcs that do involve EB/AV's where "epic" stuff happens.
    Quote:
    It's funny you should mention this. Daredevil for example has faced world shattering threats now and then. He's usually a street level hero, yet he's saved the world a time or three.
    Think of this then. Spiderman usually deals with petty crimes. He spends more time stopping bank robbers then fighting super criminals. And the super criminals he usually faces aren't out to destroy the world. Their petty thugs with powers. Scorpion is a petty thug with revenge on his mind. Rhino is a thug who acts as hired muscle. Vulture mainly does robberies. Mysterio is a bank robber first and foremost. Green Goblin typically was after money and power in the underworld. He lately stepped up his game though. Hobgoblin was a petty thug who lucked into Goblin gear.
    writers. can. make. the. story. go. any. direction. they. want. even. if. it. seems. impossible.
    Quote:
    Who do you want saving the world, the guy who stops bank robberies (even if the robber has powers), or the guy who ONLY deals with cosmic threats? Me, I'd rather the guy who deals with street crimes be there. (S)he's not gonna forget about the innocents caught in the cross fire. When all you got is a hammer, every problem looks like a nail. I'd rather have someone versatile enough to realize not every problem requires the same solution saving the world.
    lol. Your funeral. And everyone caught in the path.
    Quote:
    Funny scene, but you know what? It falls flat when you conisder what Robin has done. When you consider what Batman is capable of, it falls flat. Just cause a hero can't lift mountains or trade punches with gods, don't count them out.
    Robin != Batman. No matter how much you may want it to.
    Quote:
    Poison Bloom (my villain main for a long time) had no real powers. And yet she can kill Lord Recluse. And she's beaten pretty much every member of the Vindicators and Freedom Phelanx to a pulp, multiple times. How does she do it? In the webcomic Magellan one of the main characters has no powers, in a world where all heroes have super powers. And yet she qualified to enter a superhero training academy. Not only that, but she preforms quite respectfully, and was key to saving the world.
    Just because you RP that poison isn't a capable set for killing tough single targets doesn't mean that mechanically in the game it also isn't. Sorry that is a fail if you were trying to prove anything with that passage.
    Quote:
    Don't write off a hero because they don't have cosmic level powers. Or because they usually focus on street level crime instead of the cosmic level stuff.
    I haven't. Try reading what I've actually written and you'll see why this is a completely inaccurate statement. Completely.

    Quote:
    Originally Posted by Madam_Enigma View Post
    I think you completely misread what I was saying. You were denouncing characters who are less powerful as not being real heroes. I was giving examples of how one of Marvel's least powerful heroes demonstrates time and again they are heroic.

    What is more heroic:

    A normal person who dares to fight impossible odds and protect people.

    or

    Someone with superpowers who can trade punches with gods facing trvial danger to protect people.

    Guys like Superman are interesting characters on the surface. And yet, their comic gets boring fast. The character is so powerful that nothing really threatens them. When Superman stops a bank robbery it's no big deal. When he fights terrorist cells it's not a challenge. When he fights most any super foe it's not a challenge to him. He's never in any real danger. The only danger is how much property damage will be caused during the fight. That Superman will win is a foregone conclusion, they can't beat him. Not without a 'magic bullet' type plot device. For all of superman's powers and abilities, he's boring to read about.
    Every comic is a forgone conclusion. Let me repeat what you are seemingly unable to grasp.
    Writers. make. whatever. they. want. to. happen. happen.
    Quote:
    When Batman however goes after street punks he's in very real danger. One guy with a gun could kill him. And yet, he faces people with super powers. Batman's stories are interesting, because he stands a chance of failing. The badguy can beat him. He doesnt' always win. Batman has allies because he can't always do things alone. Batman can, and does push himself too hard. He's a character who's interesting to read about.

    What makes Spiderman a good character isn't his powers. It's the fact he can fail, yet tries anyway.
    Writers. make. whatever. they. want. to. happen. happen.
    Superman has failed plenty of times. He's even died iirc..maybe more than once.

    If you actually read and understood what I typed you probably wouldn't have responded to any of it. Just sayin'
  19. Ok lets clarify what I've said because people obviously can't read what is actually written in front of them.

    A. There are all different types of heroes (and villains). Ranging from ones like Superman all the way down to Robin.

    B. In this game they would all have the enemy classification of "hero" or in common terms as we refer to them "AV" (simply a legacy title resulting from CoH coming along first).

    C. Just like in our game the Hero class enemies can vary wildly in strength. Statesman is considerably stronger and more difficult to face than most other AV's such as Manticore. Yet both are Hero class enemies.

    D. In the game world we rank below the lowest of the low. Your character, nor mine, ranks as powerful as the weakest Hero (AV) class enemy.

    E. If you are ok with being weaker than Robin with your toon then fine, I'm not.

    F. Is my character stronger than yours because I can kill almost any single threat in the game and yours can't? Yes. What do you want me to say? It is.

    G. If you can't kill AV class enemies does that mean your character is weak? No. It may be focused on other things. But in is weaker than a character than can kill AV class enemies when looking at it from the perspective of killing tough enemies. It really isn't very complicated and I'm not sure why you guys are trying to make it more so than it is.
  20. I just wanted to touch on a few things brought up in this thread. The OP can feel free to correct me if I'm not in tune with what he is envisioning.

    Quote:
    Originally Posted by Ravenswing View Post
    You didn't read my post, did you? A 90 minute TF should reward around 29 merits. This gives 50. The justification for this is the PvP element, which is no justification. The existing TFs which give large merit rewards take significantly longer than 90 minutes.
    The numbers are obviously open for debate and were just a suggestion. That said, no other TF has a variable reward rate. You either get the full lot or none. This TF has one side earning above the standard merit/min and one side earning below it. I'd well imagine if the devs ever did something this cool it would be 40/20 merits, which is very reasonable.
    Quote:
    It could be made to work if the losing side got about 5 merits each. That puts it on a par with existing TFs, but I think the aim was to encourage PvP by creating an enormous incentive to do it. It isn't an incentive to PvP, however, it's an incentive to run this TF.
    I think his goal is to introduce a really cool TF that spans multiple dynamics of the game. A deviation from the classic approach of throwing mountains of HP on to a single encounter and expecting everyone to find it fun.
    Quote:
    Note: Possibly you definition of 'farming' is different from mine. I'm talking about repeatedly performing the same mission because it produces disproportionately large rewards. 'Sitting at the door' is not required; that's actually more of a PLing tactic.
    it has the possibility of earning above average merits and also the possibility of earning below average merits. If you were cooperatively farming it then you'd have to factor in both factions, which makes it a 180 min TF worth 75 merits. Which is barely above what normal TF's give out.

    I'm going to assume that to make this a reality some sections would have to be heavily gated so that the teams progress through their content at a similar pace. This means that you would not be able to pull of a sub 30 min ITF and crush the merit/min equation. Because you wouldn't be able to bring the ratio down closer to 1/1 merit/min like existing speed/farmed TF's that would serve as a major deterrent for farming it.

    Quote:
    Originally Posted by Ravenswing View Post
    Out of interest, aside from FPS games, can anyone give me an example of this kind of instanced 'mission' being implemented?
    [
    I mean, WoW hasn't done it, and WoW is a far more PvP-centric game.

    Does Guild Wars do it?
    I can't think of anyone that does it off hand. But then again, no one/few was really doing anything like AE either.

    Quote:
    Originally Posted by Grouchybeast View Post
    While I fundamentally like the idea of a PVP TF...

    1. Doubling the PVP IO drop rate would lead to people cooperatively farming the heck out of it (which I personally don't have a problem with, but which the devs might not like).
    2. A higher than normal merit award would lead to people cooperatively farming the heck out it (ditto).
    3. There's always going to an issue with a PVP TF with multiple missions, which is keeping the teams' progress co-ordinated. One team finishing their mission could automatically finish/fail the other team's current mission, but I can see that opening up farming opportunities, again.
    4. An imbalance in rewards for the winning/losing team has the risk of the losing side dropping out before the end, effectively griefing the winners. Adding merits would make this more likely, as diminishing returns would kick in on repeat runs. Having no diminishing returns will bring even more farmers. Awarding an auto 'win' to the team which doesn't drop has a very obvious exploit.
    1. From what I read there would only be one actual pvp interaction where pvp IO's would have a chance of dropping. One of his suggestions was a 3 KO elimination. Our understanding (which we have right?) of how pvp IO's drop tells us that they could probably increase the drop rate by 100 fold and this wouldn't create a worthwhile pvp IO farming opportunity.
    2. Cooperative farming would lead to just barely above average merit/min when you factor in both reward pools. See 3 for why this wouldn't be much of an issue.
    3. The content of the TF would likely be heavily gated to ensure progress is done at a consistent rate. This means that you won't be able to drastically reduce completion times of the TF. If the Tf is cooperatively rewarding just barely above avg merit/min and you can't cut that number hugely like you can for currently farmed TF's then it probably won't be farmed.
    4. You wouldn't lose until you lose from my understanding of it. The pvp encounter is the last "mission". If you forfeit at that point in time you wouldn't be shaving very much time off of the TF as the pvp encounter would likely be a 10 min match.

    Quote:
    Originally Posted by ShoeTattoo View Post
    I think the proposed TF/SF is a nifty idea on paper, and the intentions of the OP are clearly good. Implementation issues would make this very unlikely to have the intended effect of making PvP more popular, though.
    I don't think that is the intention of the TF. It is largely still pve from the sounds of it making use of the doppelganger technology and only a single actual pvp encounter. My understanding of the intention is to create a cool TF that adds a lot more dynamics than what we currently have.
    Quote:
    The level of coordination needed to get two PUG teams set up would make getting this TF going quite difficult. Most likely SGs / VGs would be the ones to coordinate this, which substantially reduces the frequency with which teams would be likely to engage in it.
    Not at all. The technology is already in place to facilitate the forming of the two faction teams. They just aren't using it.
    It may result in longer TF formation times than popular ones like the ITF, but that is to be expected. The fact that it would be reasonably rewarding, reasonably fun, fairly short, and very unique would likely mean it is fairly popular. It may suck trying to run it on some of the ghost town servers that I'm told is a figment of my imagination, but that isn't an indication of anything wrong with the idea. It's an indication of something else wrong.
    Quote:
    I could also see this being a favorite with farmers, as at least one other does. And, those who really don't enjoy PvP would be tempted to put a single target attack power on "auto-fire" when the PvP hits, just to get the reward (there would probably be a badge, in addition to merits, and some would go for that). People dropping in TFs happens quite frequently anyways, which would seem more likely to unbalance the PvP element, rather than the opposite. Obviously unbalanced PvP would be a common outcome, which is more likely to elicit disappointment than to elicit excitement.
    The pvp (at least as described) only happens in the last mission. I well imagine that if people dropped from the initial team formation the system could sub in a doppelganger for the pvp match.
    As the OP proposed it it would not be popular for pvp IO farming. We know that because we understand pvp IO drops.
    It would not be popular for speed farming because it would likely be heavily gated.
    Quote:
    The core underlying problem with PvP in COX, which this TF in no way addresses, is that many players don't enjoy doing it. That higher-than-normal rewards could even be required is one sign of that, the frequently empty PvP zones is another. The high probability of one team grinding the other into the soil on this TF because of a lack of balance in the PvP parts of this, in addition to all the problems mentioned previously, means that this would be very unlikely to "convert" many PvE players into those who love PvP.
    He's not claiming to be the new messiah of pvp fixes in an earthly form of this TF. If pvp is so badly broken that it can't be used in the game then that is a pretty clear indication that CAstle took a dump all over the system. If taking this game to a new level requires hiring a dev that has a clue about pvp then I guess it is pretty clear what needs to happen.

    IMO though, pvp has been dipped in enough molasses that it would actually be fine for something like this. Yes if your pug goes up against a coordinated team in the final mission it will get stomped. It is supposed to. Hence the variable reward rates.
    Quote:
    In more general terms, efforts to weave together PvP and PvE haven't worked in this game. In fact, the extent to which such efforts have failed has been as resounding as it has been consistent. Enter the PvP zones if you'd like to confirm this assertion. This sounds like history repeating itself, only in a more linear setting, and with the added problems associated with actually getting this proposed TF/SF to even start, as well as predictable problems preserving any level of uncertainty about how the PvP will turn out.

    Again, the intentions are good, but the proposed vehicle seems unlikely to help toward achieving its larger purpose.
    What efforts? they have never tried to spin pvp and pve together. Well unless we are defining 'trying' as the equivalent of me lifting a leg while sitting down and letting one rip and calling that a good effort. Zones? no they have pve that happens to occur in a pvp zone, but they aren't entwined. There is no pvp involved with BB-meteor runs, SC-hotspots, WB-nukes, RV-turrets. Pvp can spill in to it, but those activities are just pve that happens to occur in a pvp zone.
  21. Quote:
    Originally Posted by Madam_Enigma View Post
    Spidy has faced down threats more powerful then himself. And he's done it multiple times. Actually, most of his usual foes are far more powerful then himself. He's faught the hulk before, alone. And while he couldn't stand up to the hulk in an up front fight, he did hold his own. Almost won too at the time. He could have won, but chose not to.

    Spidy's faced Juggernaut multiple times. Sometimes alone, sometimes with allies. And no, he can't actually beat Juggernaut. And spidy knows it. All he (or anyone) can really do is slow Juggy down, make fulfilling his contract more trouble then it's worth. But THAT spiderman can do.

    Doctor Octopus is one seriously nasty opponent. Think about it for a moment. He's nasty enough to challenge the Avengers. Yes, all of them at once. And yet Spiderman frequently battles Doc Oc alone. Spidy in those battles is way out of his league. He has to out think Doc Oc, because he can't really out fight him.

    It's probably retroactively undone, but Spiderman fought a foe who he Could Not beat. Not without risking his own death due to radiation poisoning. This guy was trashing Spidy over the course of 8 or so hours of non-stop fighting. Again, he had to out think this foe to win. And even then, he almost lost.

    What makes Spiderman cool isn't his world shaking power. He's not that strong. Yes, he is a canidate for "earth's mightiest heroes". But to be honest, it's not because of what his powers are. It's how he uses them. It's not his costume. That actually looks kind of dorky. It's that he's the proverbial underdog, and yet still manages to do the right thing. He's the weakest superhuman in the marvel universe (outside of Daredevil). And yet he can fit in with the Avengers.

    It's the same thing that makes Captain (Steve Rogers) America so cool. He's NOT powerful. And yet he can hold his own with these powerhouses. He's a hero not because he can move mountains with his pinky, he can't. He's a hero because he TRIES to move that mountain. He goes up against the odds because it's the right thing to do, not because he's powerful enough to win.
    Thank you for agreeing with everything I just said in the post you quoted.

    In case you are still wondering what the mystery is...its called writers.
  22. Quote:
    Originally Posted by Tramontane View Post
    As a matter of fact, outside of the one time I prevented Baron Zoria from unmaking reality, I've not really gone up against any elite bosses in my attempt to save the world.

    And I'm not just a solo, I'm a solo squishy.
    Then by default you haven't done any of the tasks that would involve saving the world in CoX.

    There might be a few missions in the game (as I haven't parsed the entire mission database) that allow you to achieve more than stopping a local bank from being robbed without having to face a named character than is of EB/AV status, but they are few and far between.

    If you look through the content where big things happen (especially in later levels, when our power starts to become noteworthy) found on this page:http://wiki.cohtitan.com/wiki/Hero_Merit_Rewards
    virtually every arc that has something significant has an EB (most of which will scale to AV status if set for it). Almost every taskforce/trail where something big goes down has an AV/GM.

    If you aren't prepared to take out named characters (of at least EB rank) then you are a second rate hero in this game if you plan to solo. Just the way it is. Of course, there is plenty of room in Paragon for people wearing tights and stopping muggers. If being as powerful as a whistle is all your hero needs then that is all you need.

    I make heroes and villains powerful enough that anyone short of Statemans/Lord Recluse would be my errand boy instead of the other way around where we are on beck and call of characters as weak as Manticore... And given that my newest toon took down AV statesman in just over 4min, even incarnates would want me on speed dial for when trouble hits. The hero that managed to stop that bone daddy that one time...probably not who they'd look to for help unless really desperate.

    It's sort of like this scene:
    http://www.videovat.com/videos/2780/...he-rescue.aspx
  23. Are you sure cool is the word you are looking for?

    Or
    http://www.youtube.com/watch?v=CLqsdPUfnno

    What spider man has working on his side is writers making sure every encounter ends with him in the way that they want. Typically that is winning. What we have is writers (who's hands are pretty well tied) making sure that our actions have no impact on the world around us.

    Spider man can get by being about as powerful as a bug vs my foot in the world of super heroes because someone is making sure that things fall in to place for that bug and my foot somehow loses. Or even easier to work around is that they never/rarely make the bug face off against my foot in the first place, instead making the bug go up against other bugs of similar size and power. CoX isn't really set up that way. At least not for solo adventures.
  24. Quote:
    Originally Posted by Joyous View Post
    Reading around it sounds like doms have the most AoE/PBAoE damage; Which is what I like. I'm not much for PvP or soloing AVs or any of that, I just like to mow down big groups of enemies; makes me feel more "super" =p.
    You have received some incorrect information. While some things like high recharge /fiery, /psi, or plant/earth can deal solid aoe damage they aren't even in the same realm as real aoe builds like elec or fire/shield, archery, ss/fire, aoe/kinetics, bots/thugs, crabs, etc.

    That isn't to say they can't take on x8 content and do a good job of it though.
  25. Not power specific, but I loathe redraw. My bane nearly makes me uninstall the game after each time playing it. The only reason I've stuck with it this far (44) is because it has the potential to do redonculous damage. Like double that of a good scrapper. And because they are so cool. But man oh man does it drive me up the wall.