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Posts
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Joined
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Hmm. I thought mine should have been here on 10/27 and didn't arrive.
A ticket to support we must go.
This is actually the first one I've missed. -
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Well, CO has to convince people to either A) come over from CoH or B) decide they like super-heroes over fantasy derivative MMOs. So they have their work cut out for them.
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Arcanville, why was my Widow so drastically hit even though all of my defense is from my secondary power set then?
Admittedly, its powers are PBAOE, but it's not power pools granting me my defense? -
That is true. This wouldn't be quite as bad if all Defense had a static -DEF Debuff resistance.
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Quote:You know, that actually does sound very likely. Wish we could get a response, but I'm not holding my breath.The issue I have with the power is that in-game, it's described as having something like a 10 second recharge and a 60 second duration (now admittedly, the numbers may have changed or I'm remembering them wrong, but I seem to recall it having numbers like these). And it's an AoE on top of that.
Taking those three factors into consideration, it has always been of my opinion that it's probably another "misplaced decimal" error. -4.0% ToHit/Defense that can be stacked to roughly -20.0% if the mob AI runs the power as much as possible seems to be more likely to be the intended effect rather than the current status.
A lot of the 'over powered' NPC abilities take forever to get fixed. Carnies Mask of Vitation has been brought up time and time again, but never changed.
They want you to be useless for one and a half battles and unable to click anything... except maybe brawl.
Woo, that will defeat that boss well! -
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There really isn't much content. Just the intro, some repeat missions and then the four "OMGTHATSSOLONG" TFs.
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So, from the size of the download, this is the new Natural Booster? It was way too big for the walk power by itself, right?
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Quote:This is really the major point.Sorry, Bill, but this response seems ridiculous when it applies to most of the villains you can play at that level. How many ways do how many characters have to one-shot eliminate the mob? When missing the ghost with your one hold, or your assassin's strike means you have to eat an chunk of yellows or be effectively incapacitated for 60 seconds, that's stupid. When you might face more than one of them as part of successive ambushes in the side missions, that's stupid.
Rularuu live off in the wilds of a zone most anyone can ignore, and a lot of them suck for someone or other (not just one type for most everyone). You have to do paper missions to get your initial contacts in the zone. Why should we just be OK with this 5 level range of mayhems being sucktastic if you're stupid enough to try and play them? Part of the point of the forums is feedback on the game. My feedback is that these mobs blow hard for no obvious reason.
There doesn't seem to be a good reason for the low level Paragon Police Dpt. to have a power that is theoretically four times as powerful as Longbow's Sonic Grenade.
If we go by the basic 'thought' that Defense is worth twice Resistance, the Longbow version of this power should be a 80% -Resistance and -Damage. Stackable.
That's not crazy hard. That's not even ludicrous. That would be broken. -
The -DEF is very brutal. Especially with characters with no or little defense.
-40% against like a Corruptor is basically handing that spawn a "I only miss 10% of the time or worse" they win button.
From what I can see (unless they planned for a 4% -DEF/-ACC stacking debuff) it looks like they were planning on a -20% -DEF and -ACC debuff.
Which is pretty bad, but not that bad. And I don't think they made those stack within the spawn (ala only one will use it at a time.)
I'd think -15% is actually more fair and balanced, especially at level 20. -
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Quote:It knocked my level 27 Widows Melee Def into the negatives. My ranged AOE (oh, look, all PPD have *guns*) is usually closer to -35%.-40% defense is pretty dang nasty.
That'd knock my SR's 46% melee defense down to 44%.
That's actually getting pretty dang close to the realm of auto-hitting.
PPD are insanely over tough for when you run into them. -
So -40% resistance is considered a huge power.
Why do Paragon Police have a -40% defense power? On AOE.
Isn't that insanely overkill? -
That's actually a no-no Golden Girl. Those sites need players to actually visit them for their revenue.
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Quote:Besides, it doesn't really *matter* in the grand scheme of things. All you have to do is say that Wentworth's has a backdoor open to the Blackmarket. Rogues and Villains may not be able to use the front door, but the actual *market* could be seamlessly concurrent in the background.the thin pretense that inf is anything but cold hard cash tore wide open with the introduction of the market in I9.
That they keep insisting on it to this day is either hilarious or pathetic, depending on my mood.
Your Rogues and Vigilantes could easily know about it, but think its too useful to 'bust' the smugglers. And your villains and heroes may never know other than its that 'rumor that won't die' that there's crossing in the markets. -
Quote:What I've always wondered about this issue, and have never really seen any information one way of the other, is whether a merger of the markets between sides is even possible. Also, what reasons have the devs given for not doing this then if it is possible? I'm not familiar with all the particulars of the issue, and most of what I read from other players is rhetoric rather than facts. If anyone would care to break down the FACTS of this issue, I'd really appreciate it. Regardless, I'll attempt to look up old threads on it and find what info I can, but I haven't had much luck yet.Quote:No one knows the "facts". All we have to go on is what Posi said around the time that the markets were first opened. Which was that the reason for separate markets was because there was more influence in game than infamy, so villains would not be able to compete with heroes to make purchases.
I have done a lot of searching, but the original post seems to not have made it over from the old boards.
(It's probably a bit more complicated, especially with unique names and transactions, but I bet it isn't that impossible.) -
Quote:Because the Devs will knee-jerk react to the manipulation and probably mess it up for the Roleplayers.I don't understand how worried some people are about "manipulation" of the market by people bringing goods across faction lines. Given that side-switching is not going to be "flipping a switch", how prevalent will this sort of behavior be? Will it even come close to being able to affect the balance of supply and demand on either side? Even if it were practical, wouldn't it result in people bringing goods from the side with more supply to the one with less supply, driving down prices?
I have trouble understanding whether this sort of opinion is rooted in 1) a general dislike of the game motivating immersion-breaking behavior or 2) jealousy of the idea that other players less concerned with concept would potentially be able to make money this way.
And the way its being described *NOW* is already showing itself to be a pain for Vigilantes and Rogues. Adding in you probably can't trade at all until you fully switch sides and you are looking at a recipe for disaster.
Hence why I'm thinking about it now. -
Quote:I have to agree. Adding another 'super-influence' will just make things worse.If you mean "never," that's not what I said. A bid is incapable of exceeding 2 billion from within the market. If someone on Champion is selling something outside of the CH, I cannot bid on it from Virtue. If you have no interest in IOs, I think you are missing out on a lot of fun, but suit yourself.
Also, Charnage, with all due respect I think this game has too many different kinds of currency already.
Heck, I have some inflammatory stances on recipes. There are way too many and they are just adding database transactions. Compress them to a level-less (or maybe low and high level versions) and then let people's crafting level affect actually crafting them.
It would compress the market to about 1/20th the clutter on recipe sides. -
Quote:Yeah! Lucky for that smiley, boyo!What would be interesting if the market was changed to only use a Praetorian Currancy only. One that wasn't infamy or influence. There would be a money changer kiosk at wentworths or the blackmarket so you could exchange for the "global" currancy. An interesting idea would be to tie it into the happenings in RV. If the villians have control, infamy gets a better exchange rate than influence does. Just to make the markets...more painful and life-like than they are now.....
I'm talking about dealing with things that are going to make your switching sides a hassle and you want to add hassle!
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I believe he also mentioned it at Hero Con (and that it wouldn't be happening because your Vigilante/Rogue has to go 'home' to use the markets.)
Really, I see this as a move to chop of their nose to spite their faces and will reward negative actions (switching sides to manipulate the market) instead of gracefully figuring out a way to make it thematic instead of "NO! NEVER! CRUD! THEY'VE RUINED OUR ROLEPLAY WITH THEIR EXPLOITS! HAMMER TIME!"
In my opinion, they should merge the markets when Going Rogue goes live and just make a small Inf penalty to use your home market (10%) and the 'enemy' market (50%).
Vigilantes and Rogues can trade with anyone as long as they are in the right zones (ie. Non-PvP). -
So I happen to be home today, thinking and chatting with my friend that wanted to send Halloween salvage to his other toons. And I was explaining that you can't send between the sides because of the market.
Which got me wondering, with the new setup in Going Rogue, you will be able to eventually go from Hero -> Vigilante -> Villain. And Villain -> Rogue -> Hero again if you really wanted to.
I can see Influence and Infamy possibly not going fully to either side. But I can not see a logical reason for Salvage, Recipes and Enhancements to not.
People will just unload their Inf. onto a mule, load up on 'items' and then finish their switch. In fact, it is likely that they'll figure out how to time it so that they do it in as easy as possible way.
And keeping the markets separate is really only going to foster this sort of overt plans to switch back and forth.
So why go to all the effort to keep the markets separate? To reward people for breaking roleplay so they can maninpulate things?
Is there a really good reason to not merge the markets?
One thing I have not heard is about Vigilantes and Rogues trading anything to their 'un-trusted' side.
Are we going to run into situations where the Vigilante on the team can't give a villain an awaken in the last room after a team wipe to the corruptor with the rez power?
That's just being annoying. And I don't think they have the ability to differentiate between Inspirations and Salvage for trading. Or even enhancements.
So as far as I can tell, your Vigilante is going to be limited to function on your villain team (and more likely to have the problem of not being able to accept inspirations from his team, so stuck sucking the ground or zoning to a hospital.)
Is not merging the markets been thought all the way through? How much hassle do the players have to suffer for a design paradigm? -
Quote:I have to totally agree. I despise the Rikti Raid (it really sucks on characters with no Mezz protection) and the pure amount of Vanguard Merits you have to get is (and I do not use the word lightly) obscene.Amen.
Nemesis kit. Column kit. SWAT kit. There are work arounds, but there shouldn't have to be.
And PLEASE DEAR LORD ON A STICK, do something about the Vanguard costume. Reduce the costs, bundle it into one unlockable that costs 100, make merits earnable at lvl 1...anything other than the fail we have right now.
And I might just forgive Jay for his past sins with some of the GR kit. It does look good... -
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Mezz resistance is pretty much a joke because of the math of it. +100% resistance to a mezz is only a 50% reduction in its duration.
All those pretty, low resistance mezz numbers basically do almost nothing.