Garielle

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  1. Quote:
    Originally Posted by BlueBeetle_27 View Post
    hmmmm....

    i guess this just falls under "its been this way for fice years and people hate change" category

    if empathy was this way when it was released, i dont think anyone would think twice about it...and that if i asked to make them into their current forms, youd cry bloody murder...

    welp, thats another one off the dry erase board

    /e erase
    Empaths are the most effective healers in the game. A good Empath can keep an entire 8-man team, several levels above them, alive through a high level mission arc. The cost of that is that they can't do much without a team. It's called balance. While many of the powersets in the game have felt the pain of "nerfing" several times over the past 5 years, Empathy has only really been hit once, and that was with ED. Enjoy the fact that you are among the best healers to be found. Relish in the fact that you need not worry about having your beloved powerset reduced to ineffectiveness. However, never stand with your hand out asking for more without expecting to have to give something up in return. Empaths are happy with the powerset because it has survived and persevered through all of the storms of the past and is still the powerset we fell in love with so very long ago.

    Shhh... be quiet. Don't get the devs looking to heavily at how to "fix" something that isn't broken. Let them focus their attention somewhere else. Leave us alone.
  2. Quote:
    Originally Posted by BlueBeetle_27 View Post
    Absorb Pain-
    make it a Targeted AoE. Heal decreased to balance. This way the baddie gets damaged and debuffed (can't be healed) and it heals all of the team (even you) within range.
    Absorb Pain is a MASSIVE heal. If I am not mistaken, it is, by FAR, the largest heal anywhere in CoH or CoV. The price of that is that the Empath must sacrifice some of their own health and put themselves at risk. What you propose would make the heal better (especially given it would be a self heal), remove any downside, AND debuff the opponent. There would be a few ways to balance that:

    1 - Reduce the amount of the heal to the point it was actually healing less than Healing Aura
    2 - Make it so END heavy that using it pretty much ensures you won't be doing anything else for a while.
    3 - A recharge time somewhat longer than that on Rez
    4 - Some combination of the three

    So which of these fantastic options would you suggest?

    I would also like to add that with the dual-build system, Empathy is not all that difficult to solo. In fact, "Build 1" on my Empath is a solo build. I soloed to 10 before I started on my team build in the second build slot. The key is to ignore most of your Empathy powers in your solo build. They don't do you any good, so take more attacks instead. So you end up with your auras, a slew of attacks and pool powers, and that's it. On the team build, you have all the empathy powers, almost no attacks, and the secondary pools that help you be a better healer and asset to the team.
  3. Garielle

    How to Fix AE

    I am a fan of the concept of the AE system. Yes, I know people hate it because of the boss farming, powerlevelling, and the endless spam for teams for the purposes of both, but the system itself is a good one.

    In my humble opinion, the developers did not ruin the game by adding the AE system to the game. The players who create and run farms are doing that. There are actually some really good story arcs in the AE system. True, they are hard to come by and you need to do a little searching, but they are there.

    I originally had two ideas on how to fix the AE system. The first is now somewhat obsolete with the introduction of the new super-sidekicking system, but some variation of it may still be viable.

    Make the level range of AE arcs a required security level/threat level as with taskforces/strikeforces. In TEST MODE, the mission would treat it as it currently does so that if you wanted to test an arc with a toon that was outside the range, you could, but once published, you couldn't. This may still work to some extent because the team would still need someone who was validly within the proper level range. No more teams of level 30 to 40 players playing in a mission with a level range of 50-54, being auto-SKed to 50 and having at it. Still, I don't know that this would be very effective with the new system.

    The second option is more viable and, if implemented, would also have the effect of making the existing boss farms invalid arcs, and therefore inaccessible. On the selected primary group, require that group to contain at least one minion if it includes a lieutenant, at least one lieutenant if it includes a boss, at least one boss if it includes an EB, and at least one EB if it includes an AV. ONLY do this with the primary group of the mission and the various "Surrounding Group" fields. So you could still create a group with nothing but a single primary EB, but the mission would have to include some valid group as the primary foe, and the group surrounding your EB would also need to be valid.

    As an arc author myself, I understand that this would place some restrictions on what could be created, but it would not be all that restrictive, and it would produce content which is more in-line with existing game content.

    The downside of this is that there would be a massive number of arcs in the list with the "Invalid Arc" indicator. This could be tamed down a bit if these arcs were filtered so that only their authors could see them. There is really no need for anyone else to be able to see the arc anyway since they can't play it. And in one stroke, all of the boss farms suddenly disappear from sight....forever.
  4. Quote:
    Originally Posted by SkarmoryThePG View Post
    AGAIN?!

    I'll never get to play Heck's second arc at this rate >.<

    Hey, how about maybe throwing that into the first veteran reward or something? "Congrats, we know you've been through this before. Have a boost next time."
    There is always the option to turn off XP.

    No, I see your point, but seriously the ability to turn off XP is a viable option. In fact, I have been known to do it myself if I was in danger of outleveling the Atlas Park Mayhem Mission (Gotta have my Raptor Pack...GIMME GIMME).
  5. Quote:
    Originally Posted by Lady_Sadako View Post
    Looks like it's going to auto SK to mission holder's actual level, not their level -1.
    While it seems to conflict with the quote you gave from the original post, here is paragraph four of the original post:

    Quote:
    If you are below the level you are getting set to, you are automatically sidekicked up to one level below the owner’s level, just as if you had sidekicked to them. If you are above the level, then you will be lowered to the level of the owner, just as if you exemplared down.
    I thought the same thing as you when I first read through the post.
  6. Quote:
    Originally Posted by jwbullfrog View Post
    OK generally good things all around but a question about the auto exemp feature.

    Say, for example you have a team with a couple of mid 30's and a couple of 20's. You've just finished doing some lv 30-ish missions in St. Martial and are standing outside the door waiting to see whats next. The team leader selects one of the lv 20something missions for the next run. Does this mean that everyone now has to worry about the level of the mobs of the streets or does this only go into effect when you enter the next instanced mission?

    If this was mentioned in the OP, I might have misunderstood.
    I believe your question is somewhat addressed in this paragraph from the OP:

    Quote:
    One of the other advantages to this system is that the level adjustments take place no matter where you are in the game. No more “My sidekick is out of range” messages. If you are about to undergo a large level shift, you will have a dialog box pop-up giving you warning and the ability to leave the team (handy if you are in combat at the time and don’t want to suddenly be fighting at a lower level). The range of levels that this dialog pops up is adjustable in the Options screen.
    So basically, it sounds like they WOULD need to worry about it. This can be easily resolved, though. The team leader simply needs to say, "Okay, everyone head to Sharkshead for the next mission" before setting the mission and then set it once everyone appears to be in the proper zone, or at least a zone where they aren't going to get slaughtered.
  7. Garielle

    The Teleport FAQ

    [ QUOTE ]
    Range is increased by 10% per DO or 20% per SO enhancement. Endurance cost is decreased by 16.7% per DO or 33.3% per SO respectively.....what lvl enhancements are these?

    [/ QUOTE ]

    This information is probably in another FAQ somewhere (where it probably belongs), but since this Epiphonez asked, I thought I would answer.

    The level of the enhancement only matters relative to your own level. In other words, a level 18 using a 20 DO will have the exact same percentage added/subtracted as a level 28 using a 30 DO. The actual AMOUNT of the difference can be substantially greater between these two characters though since powers "grow" over time. What you want to watch for on enhancements is the color, not the level.

    A grey (or white) enhancement will add exactly the base percentage for that enhancement (5% or 8.3% for Generics, 10% or 16.7% for Dual Origin, 20% or 33.3% for Single Origin).

    A green enhancement will add an additional 1% for each level it is above your character's combat level.

    A yellow enhancement will reduce the benefit by 1% for each level it is below your character's combat level.

    And of course, red enhancements will have no benefit at all.

    Keep in mind, this is based on COMBAT level, and NOT SECURITY level. Since your combat level goes up immediately upon seeing the "Level Up" message, delaying your training won't make your enhancements last any longer.
  8. Garielle

    The Teleport FAQ

    [ QUOTE ]
    "3 SO's would reduce the cost of Teleport by 50%. Since the reduce endurance cost enhancement modifier affects a denominator rather than a numerator, the equation would be:

    (base cost)*(1/(1+(sum of endurance reduction modifier))

    meaning...

    15 endurance * (1/(1+(33.33%+33.33%+33.33%))

    15 endurance * (1/(1+(100%))

    15 endurance * (1/(1+(1))

    15 endurance * (1/2)

    7.5 endurance

    You can further reduce this by slotting in + or ++ enhancements, but with 3 SO ++ enhancments, I 'think' you only reduce the cost to ~7.14. I forget if +'s increase the percentage by 5% per plus or add 1% =/.


    [/ QUOTE ]

    Could you explain the math you used to come up with that formula? Using that same formula adding a single SO (33.33%) would only reduce the End Cost by 25%, not the 33.33%, which it's supposed to.

    Example:

    100 Endurance * (1/(1+33.33%))
    100 Endurance * (1/1.3333)
    100 Endurance * 0.75
    75 Endurance

    Not debating you, just asking if this, in fact, the case.