-
Posts
5168 -
Joined
-
Weird, people usually say Force Fields is the worst-designed set... I'm in the tiny minority of people who actually play it and like it, but I wouldn't recommend it to other people.
To the OP: one thing that takes a lot of getting used to if you're coming from another game is how very, very powerful the buffs and debuffs are around here. Dark Defenders have had a couple of nerfs; they used to sit in the middle of large enemy spawns doing /e newspaper . Now they get hit every ten, twenty seconds and keep losing their place. Buffs like "the entire team does a third more damage" and "+2 spawns hit so rarely natural healing takes care of it" are unimpressive. You can probably get those in the same set. (I don't think Rad gets there, quite, but it's pretty close- in four powers. The other five are pretty good, too.)
What are your goals? To be loved? To be useful? To keep your team from ever, ever dying? To be able to solo or team with equal skill?
... who am I kidding? Jock Tamson was right. -
... and getting the hat trick on answering myself:
Wikipedia has a very non-Pareto characteristic when measured one way but a very Pareto characteristic when measured another.
0.7% of the users made 50% of the edits. 2% made 74% of the edits.
But it turns out, BY NUMBER OF LETTERS TYPED, that totally breaks down.
That might explain our non-Pareto system here:
If 2% of the users are involved in 74% of the transactions, or similar, we might get a hideously skewed inf distribution. -
Topdoc: I was told that the AE pet trick was "zero to inf cap in an afternoon." I didn't do it because I am here to get RID of the inf.
-
Quote:I understand there are people who don't find it fun to try and figure out the total amount of inf in the game. I just don't get it.Having read through the thread...and wow, THAT was a chore....I find it hard to comprehend why people put up so much fuss over play money. Not like you can buy anything in the real world with inf.
There were some that had used some rather complex math to figure out rates and "total amount of inf in the game"......but...it's just that. A game!
Granted, it's their dime and they're doing what is "fun" to them...and all I'm saying is...I just don't get it. -I- personally can't "play" that way. Too much like work. -
I'm not going to talk about sonic/dev specifically, because /dev does not work with my playstyle. I'm going to talk about the things I always talk about: the Defense softcap and the market.
Quote:You can also rely on merits and rewards for the cheaper IO's: Buy expensive IOs with merits, sell them, and buy the cheaper ones. (Aka "marketing for people who hate to market." ) Good one-Hero Merit choices are traditionally Kin Combat: D/E and D/R and Performance Shifter: Chance for +End (at minimum level) but, like everything on the market, specifics may change. There are also enhancement converters, which are usually good for about 20 million each (or 200 million for an AM) but I'm not really an expert on those.I do not have Inf falling out of my pockets so have to rely on merits and rewards for the more expensive IOs
Another way of softening the blow of buying enhancements is to see what the cost for crafting recipes is[1] , and compare to the cost of crafted. Then buy two recipes, craft both, sell one [2]. (Aka: marketing for people who only MOSTLY hate to market.)
So with a little work, doing the sorts of things you would normally do [ie play] you can have a few hundred million inf, enough for quite a respectable build.
As far as the defense softcap: Dechs Kaison explains it all to you. If I had to try the TL;DR version (not my strong suit): Going from 0% to 35% Defense means you live three times as long. Going from 35% to 45% Defense means you live an ADDITIONAL three times as long, or ten times as long as 0%.
[1] Don't forget cost of crafting and cost of salvage!
[2] There are three main "gotchas" in using the market. One is "not leaving your bids up overnight"- if you pay to BUY IT NAO you could have paid less. One is "listing at the sale price"- lowest bid gets the sale, so if the last 5 sold for 50 million they're probably actually LISTED at something like 45,000,001 . If you list at 50 million won't sell until your competition runs out of stock. And the last one is, "Sometimes the price on something collapses for no predictable reason and stays that way, possibly for months or years." Never bet more than you can afford to lose. -
I don't know anything that plays like Ill/Storm.
I have had a lot of completely different experiences that I really enjoyed a lot . Oddly, one of my favorites wasn't one of the highest-power ones: soloing a "near-softcap" Dark/Trap corruptor. It was an interesting combination of things-can-go-wrong and I-have-the-tools-when-they-do . When all the enemies were in both cones, and my FF generator didn't go on strike midfight, and I didn't miss too many guys, it was an absolutely trivial fight. So I had to pay attention every fight, but when something DID go wrong I had time and space to fix it.
That's a totally different experience from my Blasters, or my Force Field Defenders, or my elec/invuln brute, or my rad/sonic defenders, or ... well, you get the idea.
I guess I'm trying to say you may not ever find anything you like as much as Ill/Storm. But the place to look may not be "things very much like Ill/Storm."
Maybe your altitis has sufficiently covered these things that you won't find anything else you love like that. *shrug* -
Quote:Pretty much this. I just took a Force Field defender to 50, villainside. There's plenty of room in the world for extra survivability.1. "Everyone" isn't softcapped, regardless of what it might sound like on the forums,
2. Incarnate powers are only an issue in the end game. There's more to the game than iTrials.
3. Don't worry about what everyone else does. If you want to play a tank, even "just" to get one of everything to 50, do it. Find a set that sounds fun and run it. -
Just had a brief period of time that was officially Very Different- one mission each on "nearly the same" team.
Team was one Mastermind, all blasters scrappers and brutes other than that. L40 mission owner.
First mission, we're up against a big batch of CoT (with my Scrapper).
Second mission, we lost a couple of players and we're up against a big batch of CoT PLUS THE ENVOY OF SHADOWS.
So three rolling teamwipes later, I embezzle a big chunk of inf from myself and start passing out large red and purple insps like they're lifejackets.
At least I got some practice in playing like it was 2004 again. -
I like the idea that there's only 100 trillion-or-so floating around the market at any given time. It makes me feel like I've had a real effect with my couple hundred billion of burn, and my couple hundred billion of goading (err... inspiring and supporting) other people into burning inf.
-
I think the distinction between "possible" and "omnipresent" is a good and important one.
It's also important to remember that the market generates shortages (and price spikes) all by itself, just through random noise. I saw this when I was buffering common salvage for a year or so- if "Standard price" was 20-30K I had a stack of 10 up at 80 or 90K and a bid for 10 in at 5K. For all midlevel common salvage. This was back, I don't know, the first year or two of the market when people still screamed at the price of Alchemical Silver.
Most of the time I sold a full stack or nothing at all. But occasionally I'd sell 1, or 3, or 6 . I can't tell a full stack sold to manipulators from a full stack sold due to a random shortage, but a half stack is ONLY random shortage.
It happens pretty frequently that the market randomly runs out of stuff.
(PROTIP: With all the AM's going into converters these days, it's happening more often.) -
That's kind of shocking on the debt. I mean, I vaguely remember that one of the reasons 21 is "level suck" is that debt goes up enormously compared to previous levels. (other reasons: it's a *wide* level in percentage compared to the previous and next level, and of course it has no SO's in it. And, used to be, your DO's were stale as well. )
I don't know if Paragonwiki is out of date or not, but here's what it says:
Code:mmmyep, level suck.Level Debt per defeat 18 760 19 880 20 1000 21 1400 22 1800
-
I don't have a lot more to offer on the original topic; I think the idea of "several different populations that act very differently" is an interesting one. 80/20 in real world money comes from a system where, with a few minor exceptions*, people need money. You might have 80/20 among the "invention people" and 80/20 among the "SO's are fine" people and the groups could differ in wealth by a factor of 10 and size by a factor of 2, or in wealth by a factor of 50 and size by a factor of 10, or whatever.
* Umm, people in monasteries don't? I'm sure there are more examples. -
Electric: My "six second" estimate (actually, normally I say "Four second half life" ) is based on playing Fire/Electric, Fire/Energy, and elec/Fire blasters (my first three), generally from level 1-49, mostly in sizeable groups.
End drain has a vicious all-or-nothing aspect to it-if you tried +1 [so some groups would be +2] I would expect to see a lot of sudden failures.
I chose +1/x3 as something that "nearly anything" would be able to solo at reasonable speed at level 38: Tanks, Scrappers, Brutes, most Corruptors and most Defenders -as far as my personal play experience. I imagine nearly all Controllers and Dominators and EATs would be able to solo that. (38 chosen because the hold in question is a L38 power.) FF, Sonic and Empathy defenders would have issues- FF mostly a question of speed.
If I was comparing to L38 "Scrapper, Brute, Stalker... " I would have picked +2/x4 because I consider that a practical minimum for those AT's. Well, maybe not Stalkers, I haven't touched a Stalker for a long time and I just don't know. Heck, at L38 most Tankers can finish a fight in pretty respectable time. -
MeanNVicious: I've made two hundred billion provable inf* using nothing more than people's desire for convenience and/or unwillingness to plan a few days ahead and/or buy five pieces of salvage and find a crafting station. Have your grandiose mind-control schemes really gotten you that much more?
I mean, really, when you list something for 30 million, it doesn't instasell, and it sells for 45 million overnight... people are pretty much working to give you their inf. It's hard to take too much credit for evil genius in a situation like that.
Speaking of which: Thanks to the person who slipped a zero and bought a 30 million inf item for 120 million!
* I have the prestige scores to prove it. -
Quote:So relaxing.
This message is hidden because Another_Fan is on your ignore list. -
I'd like to reiterate up a related, more general, point: I ONLY HAVE SIX SECONDS TO LIVE IN MELEE RANGE. And even that's pushing it. So I have a place for about three attacks. Those attacks have to be CONSIDERABLY BETTER THAN WHAT I ALREADY HAVE or there's no point in stepping up and exposing myself to all those fresh, high damage, unused melee attacks. (I haven't measured lately, but doesn't one hit from a +1 Freak Tank do about 80% of a Blaster's hit points at level 38?) Blasters have enough trouble taking ONE alpha.
I'm going to check this right now.
Exemped down, L34 blaster, no accolades, 941 HP.
Tank Swiper slashes you for 548.7 points of lethal damage!
So only 60% of my hit points. Clearly I got thrown off by the 220 point sawblade and the 220 point grenade. -
Electric-Knight said
Quote:Much greater? Really.If you used Shocking Grasp more, you may find survivability in melee much greater and you might find other powers much more friendly/useable/to-your-liking! Held enemies being hit with my Lightning Field, for example, works out rather nicely and safely!
Let's hypothesize that we're facing something like... two lieutenants and six minions. That's, what, +1/x3? Which, by level 38 is a VERY conservative level for anyone except a blaster? The times when Shocking Grasp will change the fight are, maybe, "one lieutenant and two minions" or less. Which doesn't come up that often, honestly.
At those times, I generally have the choice of either Shocking Grasp or a melee attack doing twice the damage which will eliminate either a minion or the lieutenant from the fight (AOE damage being what it is). So my choice is either mez someone or kill them. Either has the same effect on incoming damage; one requires me to finish the job in a few seconds.
I don't HAVE thirty seconds in melee range to finish this fight. I have, maybe, ten if I stun someone, six if I don't.
"Held Enemies being hit with my lightning field" will do (in six seconds) probably two ticks of damage, damage scale 0.4 . Considering that Havoc Punch is damage scale 2.0 we are talking about 20% more damage. And lightning field breaks any opportunistic sleeps I manage to inflict with melee attacks.
( Remember how I mentioned that Blaster sets are at war with themselves? Sleep, meet DOT. )
There are cases- say, on a Sonic/Elec blaster- where a second hold would be really handy. Sleep everyone but the boss, two-shot hold the boss. . . what's that? Sonic's Stun doesn't stack with hold? Well, crap. -
Ran through the Monty missions on both. To my surprise, they took almost exactly the same time. Same number of deaths, but only because Contemplative had a combat rez go bad, whereas Spindizzy managed to survive hers. Range as a defense, maybe?
Contemplative _felt_ a lot more comfortable between the scaling resists, the defenses, and the most-of-the-time mez protection. Ruin Mages are rough for both, but Spindizzy ate an entire tray of insps, twice, to win whereas Contemplative could probably have done it in one, if she'd taken two purples at the start.
Inexperience and getting used to the character cuts both ways. I'm a lot- a LOT- more casual and fearless running the scrapper. And I almost always get away with it. (Rest? I have, like, 25% health and some endurance. I'll be FINE. I've got a combat heal!) And I got planted on the blaster once at the very start, whereof I went "Oh. right. That's how this works."
So far, so [relatively] balanced. -
Out of nowhere this just came to me: How about a secondary where one of the powers was passive +damage? Not in place of Build Up, in addition.
-
I'm cranky, Strat, and I'm probably not making the arguments I should be making.
My main disagreement is with the devs who didn't decide what constitutes a "good Blaster secondary" back in beta. Really, if I could roll back the cottage rule on something it would be Blasters as a whole, or Blaster secondaries as a whole.
Having said that? I think "melee" is accurate for Fire, Elec and Energy the way I use them. It's not accurate for Ice or Mental.
I'm angry that I have to consider a secondary where I actively like two powers "one of the good ones"; but here's my list of the powers I actively like in the various secondaries.
Devices: I recuse myself.
Darkness: Not enough experience.
Energy: Energy Punch, Build Up, Bonesmasher, Conserve Power. [1]
Electricity: Charged Brawl, Build Up, Havoc Punch, Power Sink. [2]
Fire: Fire Sword, Fire Sword Circle, Build Up, Consume. [3]
Ice: Build Up, Ice Patch, Shiver.
Mental: Psychic Scream, Concentration.
This is my playstyle only, I repeat. But Ice and Mental, the way I use them, are in no way melee sets. If I don't have two really good melee-range powers I don't get up close on purpose. Yeah, I'll ice-sword or mind-probe someone every once in a while, like you do, but it's not the job I pick the set for. Electricity, Energy and Fire are "melee sets" with additional functionality for me. I jump in, use the powers, and try to make it back out alive. Maybe I'm living in the past, but getting hammered flat by a Freak Tank (warrior mace, rikti sword...) is not a good insurance risk.
[1] There are arguments for Boost Range, Power Boost and Total Focus but I don't tend to use those powers much myself.
[2] I've used Shocking Grasp very occasionally. Thunder Strike barely fits in "good" for me.
[3] "You'd like those other powers if you ran all of them at once" hits me like saying "You'd like beer if you drank a whole lot more of it." -
Quote:That's sort of like saying that Controllers are a damage AT (look at Fire/*) so every time Blasters get a new primary it should be developed for Controllers as well.
While all of the following is interesting and a good discussion, none of it changes the fact that blasters are a melee AT (and ranged). When new Melee Attack sets are designed, a blaster version should be done concurrently.
Calling something a fact doesn't make it one.
Quote:Are blasters more team "dependent" than any other AT? I think so. Is that a problem? That is a subjective call, unless it is really hurting the popularity of the AT (in which case you have objective data to show that the subjective call of allowing them to be team dependent is not a good one). I stress really hurting it, because there is plenty of room in the game for some stuff that is less popular than other stuff.
I don't care if you make a character that requires a team to do well-I can't even COUNT my force field defenders without going to the login screen, and those guys solo like Stephen Hawking- but if you're going to do that you damn well better give them something nice for their trouble.
A bare-handed, natural-feeling, melee-attack-heavy secondary is an interesting idea for a secondary but if you give it nearly nothing but attacks with small or ineffective secondary effects, you're going to make it suck worse than any other Blaster secondary on the shelf.
You want something that looks stylish and fills an RP hole? Done. You want something that fills a niche and pushes a slightly different style of play? Done.
Now make it something that doesn't actively punish players, from a numbers standpoint, for taking it instead of... well, anything else.
(And "slightly different style of play" wouldn't really apply if you gave them Axe, Sword, Mace, and Katana.)
EDIT: Giving a Blaster something like Parry, melee-only defense if you have to nerf it, might be enough to support that different style of play. Now you might survive to unload a bucket of melee attacks. But those better be some fast, hard-hitting melee attacks. Cause I'm not sticking around for Shadow Maul. -
Running at level 51, or 52, or 53 seems to make the inf flood in. I haven't measured precisely, just noticed my level 51 has half a billion inf and I don't remember doing a lot of marketing. Maybe some kind zombie donated a purple or something?
-
There were a lot of things in the original CoH plan that just didn't work the way they were supposed to, especially according to the received wisdom of the time ("Holy Trinity", small buffs, etc.) Some of those gave results that were unique and beautiful- winning when outnumbered 20-to-1, "money means nothing", Green Machine superteams, for three of my favorites- but some of them just didn't work. I'm by and large a defender of the Devs, but giving Blasters a secondary with ill-defined goals and terrible, designed-to-fail powers is something I can't support.
I think we're arguing about what the secondary "was designed to accomplish" and, honestly, I've never in eight years heard an explanation that made any sense to me. I wasn't here in Beta, I started after they put in Peregrine Island and before they put in the Shadow shard. I think someone who HAD been here in Beta described them as "a last-minute thrown-together hodgepodge of weak Controller powers and Tanker attacks." That's not a great explanation, but it certainly fits. -
Thank you! Very gracious. (You'll probably make a couple billion by accident on the way, especially if you hang out in Dark Astoria for any length of time.)
-
I think I've just put my finger on the difference in our worldviews.
Martial Arts isn't a secondary for you guys. It's ANOTHER PRIMARY.
I feel Blasters deserve a secondary that at least tries to keep them from dying horribly. In which category I'd put Ice and Mental. Maybe Energy, with boost range? I don't LIKE blaster secondaries, in general; they're mostly composed of 50% crap powers that don't do what they are supposed to do, and if they did it still wouldn't help. The other 50% is melee attacks and Build Up. . . your solution is to make a set that does melee attacks and Build Up, REALLY WELL. *
They haven't done a secondary like that... I guess there's room in the world for it.
* Or in Strat's case, about 12 sets that do melee attacks and build up, really well.