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Purples and PvP IOs still have the enhancement bonus reduced. Only the set bonus is immune to exemplaring rules.
However any PvP quad is immune to this effect down to level 21 by virtue of rule #1 of exemplaring. Any level 43 or lower triple, and any level 24 or lower dual.
Purples are shafted straight across the board because they give higher values so always get reduced. -
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Better than a +3 SO:
Level 35/40 commons (35 are 1% lower, 40s are .4% higher)
Level 24+ Duals (.1% better)
Level 20+ Triples (.1% better)
Better than a +3 DO:
Level 15 Common (.2% better)
Level 13 Dual (1.7% better)
Level 11 Triple (.9% better)
Cost:
SO for 1 slot of accuracy from level 22 through level 50: 260k
Level 35 memorized accuracy: 33k + salvage
Level 35 not-memorized: 61k + salvage
Level 24 dual: 36k + salvage
Level 20 triple: 34k + salvage
So really, you can start slotting IOs at level 8 and you're better off than DOs. Past level 24 you're better off than SOs.
I have been convinced of one exception: If you like fighting +3 or +4 enemies while leveling you might want Accuracy SOs. Otherwise sets are cheaper and give higher bonuses and they never expire and you don't have to worry about what origin. -
sigh, ignore the video. Here are screenshots of glowing hands on PPD:
Energy-like attack
Definitely a glowing aura around the gloves
glow surrounding body armor
So these exist. Glowing hands in going rogue. Whether or not players get them or it's just NPCs who knows. But these exist. -
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Quote:You can do it faster than that. I have 14 characters in my solo group. Once every three days I can log them each in and auto complete a newspaper mission, each one nets 344 prestige. I only need to do 8 of them to earn enough to pay rent for a month. That's what, 30 seconds for log out, call it 2 minutes to log in, load screen, call up contacts, pick mission, call up contacts, complete mission, log out?I have a dear friend whose base is 24 by 28. Under the "old" system her SG had to pay 5 million prestige a month in rent.. now they pay 2400 or 2800. The savings are significant and rent is hardly an issue. I run or help run 5 SG between COH and COV and by myself I can make enough prestige in an hour or so to pay the rent each month.
So 15 to 20 minutes to pay rent. Tops. And you don't even need to play the game to pull that off! -
Quote:Regarding your Edit 2, no we see it as a massive boon not a nerf. #1 the rare time that I can do a TF I get more than 1 roll worth of reward. #2 I have access to rewards that otherwise might as well not have existed for me thanks to story content and oro.Except the player base at large DIDN'T see it as a nerf.
To them, being able to bypass the markets completely, and not having to deal with "oooh I got another crap of the hunter" and choose which recipe they get was not a nerf. For us in the markets forum who understand that random rolling isn't the devil sure, for the average joe, no, it was NOT seen as a nerf.
Quite the opposite.
EDIT: for the quick katie runners, sure they probably saw that as a nerf to THAT tf.
I'd bet though that those folks just moved on to quick itfs.
EDIT2: And most certainly for those who didn't have time to do tfs, it would be seen as a nerf.
As more average than marketer, except for the lack of recipes on the market it was a massive boon to me. Before merits I did a grand total of 5 TFs in a year. I've done a few more in my second year.
but I run a huge number of oro arcs and I primarily do story arc content. I generate well over 100 times more pool C's via story merits than via TFs and I generate vastly more via merits than I would via the old 1 TF one Roll method.
So, as someone who has rolled over 300 times, but only done less than 12 TFs ever across all characters in two years, merits were not a nerf to what I generate.
To what I can buy off the market? yes. -
Quote:In general 30% acc (from 1 SO, or any other source) is fine for +1s. It's a little low for +2s but not terrible (but beware of debuffs), and wholly inadequate for +3/+4.I run 2 ACC DOs, and then 2 ACC SOs, on almost all my characters.
I've consistently found that against higher level foes 1 ACC wasn't enough.
For +2 and higher you really want 50%+ Two SOs give you about 66% which is good for +2 and ok for +3/+4. You really want 80%-ish for +4s, and/or pick up some toHit rather than just accuracy (Kismet unique, Tactics, etc). -
Quote:Depending on your environmental reflection settings, the windows of the AE building get pretty neutral from the outside if you're up on the second-floor entrance balcony.Ideally I want just a white or neutral background. Any good locations in the zones to take simple screenies?
Also the skyline on the islands lacks the warwalls so you can find some prety neutral locations. Nerva I think is a decent spot for that.
Inside the underpasses in the rikti warzone you have some nice blank walls. Over near the crey encampment there are some good long tunnels that work. Atlas park has a few in the north-east I think.
If you have a problem finding any of these let me know and I can try to be more specific. -
Look at the screenshots on the going rogue site for the praetorian police department.
they have some pretty cool glowing bits on their gloves. Forcefields hovering over the fist, iron-man-like palm blasts, etc.
No idea if they will be player available, but NPC are definitely getting glowing gloves. -
Quote:Long version: I have one VG, it's just me. I have almost maxed out my storage items. I have 700k prestige and am on a smaller-sized plot, needing about 1.5 million more prestige to upgrade the few practical goodies I need, and I have not even 1 non-functional item in my base so eventually I'll be dropping a boatload of inf on looks. But my base works as it is, and if I never earned another point of prestige and didn't upgrade any further, I have enough prestige for over 15 years of payments.My main SG has a moderately tricked-out base and we pay a tiny, negligible four-digit amount of prestige per month. I can make it in two radio missions. Our reserve of prestige is over 2 billion and steadily growing even though most of us have dropped out of SG mode on our higher-level characters.
If base rent were multiplied by a factor of TEN I wouldn't even notice the effect.
Short Version: You're a big group and rent works for you. I'm as small as they come and with as expensive a base as they come and it works for me too. Looks like it's working as intended.
I do agree with the goat about the annoyance factor though. I have a character parked there just to pay. -
Hmm, I didn't know there was a difference between a vet power and the temp version of it. I'm not saying there is or isn't, saying I don't know.
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Quote:Honestly, I'm thinking in practical terms, getting 2 or 3 more powers activated before bottoming out assuming end-cheap powers, and 1 or 2 more on the end-hungry powers. It doesn't seem like a lot, but if you figure a bad build is standing around clicking a power and hearing the "dun" and seeing "too tired" flash over their head on every spawn, this might let them have it happen every second spawn. And for most people, the goal is to shift from instead of needing to rest, to be able to stand around for a few seconds before moving to the next spawn.What you are asking for is a slight reduction is endurance consumption yes? And this would have to be across all levels to reduce the perceived notion that stamina is required?
How slight?
Slight enough that if I choose to take stamina endurance ceases to be any sort of concern outside of t9 crashes? Cause even a 20% reduction in endurance costs across the board would pretty much achieve that for the majority of toons on SO's.
That's about the goal. And based on my own experiences with upgrading slotting, it really would be a big quality of fun shift.
20% is way way way too much. 10% is probably too much. I'll try to do numbers, but I suck so don't hold this to any kind of authority or accuracy. Totally pulled out of my rump here:
Thinking middle-of the road (in terms of endurance consumption) tier 1 - 3 attacks are burning 4 to 6 end, and you recover 1/sec base with those powers having 1 to 2.8 sec animation times with 4+ sec recharge. So you're spending in 2-3 attacks say 10 endurance, but you have at least 2 and probably 4 earned back. So numerically I think I'm saying a 3-7% shift.
That sounds about right.
But specifically not just a flat percentage adjustment to costs. Nutrino bolt you can already practically spam endlessly, that one doesn't need anything changed. And knocking 5-7% off of the heal in dark armor is too much. That's meant to be a big endurance hit.
An adjustment on the low-tier powers (say tier 1-4) would have much more impact than the full powersets and it would somewhat mitigate what you're talking about below with maxing recharge and a recursive problem.
Quote:But lets pretend we arbitrarily pick a new paradigm for endurance consumption rate. What's to stop me from building a fire/sonic controller and then complaining that I still eat through too much endurance? That is a legitimate complaint isn't it?
Quote:The only way it would be fair is to continue reducing it until no one "frequently has to stop". If you do that for the most endurance consumptive combo's you have given infinite endurance to almost everyone else. All they would have to do is pick up stamina and their blue bar will cease to be a concern. Which right now is reserved for a select number of special combo's.
There are differences between powers, there are differences between ATs. I'm not proposing those be shifted. I'm talking a small tweak in the amount of time it takes to bottom out on end on average.
Not infinite sustainability.
Quote:Conversely, what sort of assurance do we have that even with lower end costs people won't just start slotting for more recharge and skimp on endurance reduction slotting and wind up in practically the same situation?
As an example, in your earlier post you mentioned that soft-capped defenses would give a more happy experience than increased endurance. My argument is that the people involved have never heard the term "soft cap" and if you told them about it they wouldn't understand how it works. AE babies and newbs are not going to break the recharge mechanic because they manage to squeeze out a couple more attacks. Now, I'm being hyperbolic here, there are definitely more people involved than just those groups. =)
A more relevant issue is what will it do to high-end builds. With that extra oomph, what can those like you, Umbral, Werner, Top_Doc etc pull off and is that going to be an issue?
From my perspective, I don't think so because there are few enough of you. But I do think it is a real question and why I don't take 90% of the people who ask about endurance modifications seriously when I look at what they are asking for. -
Quote:Just because it is in the powerset, doesn't mean he has to take it.Well, just to start with, there can be arguments about where some heroes fit in the Archetype system. Superman, for instance, seems to be on the line between a Tanker and Scrapper. It really depends on whether you consider Invincibility on a Scrapper not really standing up to what Superman can do, or whether you consider him pulling his punches with Super Strength so he's more like a Tanker. You might also see arguments for Willpower instead of Invulnerability, or that Rage doesn't really fit his concept.
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But on non-damage ATs they often make up for the accuracy with significantly higher damage. Also, if you're debuffed, sometimes they are better than your normal attacks (like during a rage crash).
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solution: you have two builds available use both. As you level up in Build A place any good IOs and sets that drop into your powers, use cheap frankenslotting etc. At 47 create Build B on your second build. Start filling it in while continuing to play using Build A. While billions might seem like a lot and seem like it takes forever, it goes much faster if you're having fun with a viable build. And you'd be surprised how many of the things you need drop or turn up from random merit/ticket rolls =).
Once Build B is finished, you can convert Build A into an exemplared build, or give yourself a crab/bane secondary. -
Quote:You can look at the statements made with builds though. With hasten it is for added benefit. For stamina, it is full of "I can't stand the low levels" "pre-stamina this character sucked", etc. Ever see a post like that about haste? stamina is clearly perceived to be removing a barrier to fun. haste is not described in that way. I think, and I may be wrong but I'm fairly confident, that this is a significant qualitative difference between the two.This may not prove the argument that you think it does. Consider the parallel argument that the ubiquitous use of Hasten (or other global recharge bonuses) suggests that the base recharge times of our powers are too long.
While that's possibly a logical argument, it's not the one that's usually presented for Hasten's common use. Instead, people point out that Hasten is often taken because the benefits of doing so are so high.
So applying that to Stamina, the alternative argument is not that people take Stamina because their base recovery is too low, or that their powers cost too much, but rather that the return on investment for taking Stamina is so good that a lot of players choose to take that route. Whether that means life without Stamina is inadequate is more of a "glass half full/empty" discussion. Most everyone likes to be able to fight longer and faster, so most people will consider more endurance to be better, but that fact alone doesn't make clear what level of endurance is objectively inadequate.
Quote:If we accept that there are some builds that absolutely require stamina (and I do as I've played some of them like a fire/storm controller heh) we have to then determine if that is a negative thing.
Is it any different than an illusion controller or dominator requiring hasten if they want to have PA or domination up more consistently?
Is it any different than an MM that wants to tank requiring provoke?
Is it any different than a stone armor requiring teleport (or a ton of IO's) if they want to move at a reasonable rate?
Is it any different than a large number of builds that require weave (or manuevers) to hit softcap?
Having something be required to make it work isn't necessarily a bad thing. If everyone required stamina it would be, but they really don't. Nearly every build I make requires stamina, but I tend to solo a fair amount and I accept that environment has different build needs than when teaming.
However on the builds, I posit that endurance management is different than a tankermind needing presence. Again it's not just specific builds or characters with specific purposes. It is all builds across all ATs across nearly all powersets. That is a qualitative difference from "tankerminds".
Also, the build issue, I believe is a class issue. Not meaning AT, but as in class-warfare. Have's and Have-Not's. I believe (from observation I will grant you) that the skilled players have no trouble with it but the new players and the low-skill and the middle-skill have too much trouble with it. Too much defined as it is the clearest and most common limit on the fun-factor of this game.
Both teamed and solo. At least in a team the rest can keep going while one rests. But when I'm in a pug, and I see one guy stopping every second spawn, I know he's not having as much fun as the rest of us. Watching everyone else kick *** when you're gasping for breath makes you delete your character. Do it too many times and you delete the game.
At low skill levels, this is too easy and too common.
I do agree that it is not an issue at all for skilled builders. I do still believe it is a problem for the game community on the whole. As for your other claims, I do not support infinite endurance and never asked for it.
Quote:Not good enough? Then I guess we'll have to make all your powers cost zero endurance. Then you'll have fun. Except you might still get killed. So we'll make your health bar never drop below 5 HP. Except you might not be able to kill certain foes, like AVs and GMs. So we'll multiply the damage your attacks do by 100. Except you might not be able to kill a ton of enemies at once, and that would be fun. So we'll take all your powers away and give you [Kill Monsters], a power that with one click will kill everything on the map for you.
Now you can have fun, because the game's not too hard for you.
Quote:Not Rush, obviously, but...
Stamina's in an interesting place, power-wise. It's perceived as necessary - but why?
Do you play tanks or scrappers? How often do you detoggle your armors intentionally? I mean, if you're fighting (say) Family, you don't need Energy/Negative Energy/Fire/Cold protection - but I bet your character's running those armors as well. If you (and I do mean a generic you here as well as the specific) get killed, I bet you turn on everything or nearly everything.
Now, some you can't help it - Fire tanks, for instance, have a grand total of two armors, and one of them carries status protection. But do you leave, say, Blazing Aura on? Watch as you play one day - I'd bet you'll see a number of Fire tanks SSing/SJing/etc. to the mission with BA on.
I manage my toggles. But I still have trouble. I have a bs/regen with quick recovery, stamina, and physical perfection with 20%-50% end reduction in all attacks who runs out from time to time. I have an elec/elec who never does and hasn't got stamina and doesn't use powersink to recover endurance.
I do posit that the skill required to build like this is too high. Not that it can't be done, but that not enough players who need to do it have the skills to do it.
Since these are generally new players, I further posit this is unhealthy for the player base long-term.
Stamina is perceived as necessary because there are so many other ways to achieve any goal. Want a seamless attack chain? Pick up one more attack. Haste is optional. Want more defense? Combat jump, hover, maneuvers, weave, etc.
Want to rest less often? Already got end reduction in all attacks and toggles? Already hitting 85% or more? Errr. Stamina.
You know, and I know, and most forumites know there are also: the new temp power, inspirations, the base enhancement station, and a dayjob, plus IO set bonuses and accolades. Are any of those convenient? Are any of those available to the skill level and knowledge level of a new player or low-skill player?
the cost for the temp power on the market is often over 1 million, it requires rare salvage often selling up to 4 million unless you're smart enough to buy the low-level version. Can a newb really use this as a solution?
This is a have and have-not problem. If you are good enough it is a non-issue. If you are not good enough, it is a big issue. Looking at the numbers in each group and who the people are in each group, I come down on the side of make a change please. -
[QUOTE=Rush_Bolt;2911194]Is my bringing up the kids and ponies thing ridiculous? Yes. Of course it is. It's supposed to be. It's exactly the same as the "argument" that if people bring up something often enough, it's obviously a problem. It doesn't.
Here's the deal with Stamina: What do players want to do? They want to go all out and not have to worry about their blue bar. That's what I want. that's what you want. That's what Ultimo_ wants. Nobody likes having to worry (too much) about the blue bar. [quote]I think this is a slippery slope fallacy that many people bring up over and over. No one who is asking for endurance to be tweaked is asking for godmode or infinite sustainability across all powersets with no slotting of endurance. At least I have not seen such a post and have not made one myself. I would like somewhere from 10 to 15 seconds more life out of my blue bar when I have 20-35% end reduction in every power (attack, toggle, clickie, all of them) that can accept it. That's not god mode. But, both when soloing and when teamed it would make a huge difference in cutting down the time spent resting. In a team one player can step aside to rest. But solo everything stops. So I agree with Frosticus that this is more of a soloist issue.
Again, that comes to helping the new players have a fun experience so they keep playing.
Quote:I do not support removing it altogether. I do support a small adjustment to either base recovery rates or power cost ratios or both. Anywhere from 10 to 20 seconds more life for most poorly-designed builds. With the recovery between spawns that would let people who are resting every spawn, go sometimes three without a rest. This is not godmode, but it is a huge quality of life change.But having to think about your choices is why it exists. Without it, we'd be right back to the old 1x ACC, 5x DMG (except for ED, of course). And if it didn't exist, what limiter mechanic would the Devs fall back to? Recharge times? Cast times?
END management is a pain.
END management is a necessary pain.
This issue, in some ways is a class splitting issue. The better the player the less impact it has. Thus it penalizes new players. Those who don't know how to make a proper build. those who don't know proper slotting. Those who don't know to scroll down past the DOs at the store so they actually can buy SOs at level 22.
Play in pugs. Look at people's builds and watch their damage numbers and end usage. Lots of people are not as good as you at making builds. Lots of them. I posit that the difficulty in making the endurance bar last "long enough to have fun with this character" is negligible for a skilled veteran, but too high for a new player, and marginally too annoying for those of us in the middle (some have more patience than others and two of my friends actually like the challenge of designing builds more than playing the game).
Removing it is going too far the other way, and I have never supported that position. And also, I have never seen anyone ask for a godmode. Though I have seen many people who are the sort who think the game is too easy level the accusation.
Quote:EDIT: And y'know... we have the Basic: the blue bar. And we've got a veritable ton of Luxury add-ons: Stamina, Enhancements, Self Buffs, Ally Buffs (from teammates), IOs, Inspirations, Base Empowerment Buffs, and the new Recipe power. So yeah, I think I'll be sticking with Pony for this thread.
Quote:Now, if you can convince the Devs to give everyone a pony, I will gladly shut up and accept my pony. Be sure it's a palomino though. They're the prettiest of ponies. -
Quote:It's just that combined with oroboros and sidekicking/exemplaring they built in the ability to play at all levels, so why not make the levels a bit more compatible with each other and remove some of teh number inflation?... there's only 50 levels in the game; we're talking about an eight level spread. That seems like a pretty broad band to me.
It's a very high-level game design theory issue. If you look at runescape, their design model is that the tippity top characters can still be swarmed and taken down by the weakest enemies. It doesn't even take a whole lot of them (max hp is 99, minimum damage is 1, if you're "weak" against an attack "melee/ranged/magic" minimum damage is 3 per hit, and minimum chance to hit is higher than 5%). In CoH, even without the aggro cap, no functionally relevant number of level 1 enemies could take out a level 50. That was a design choice on the devs part. Another design choice was for how long an enemy would be relevant to a character, the result of which is our current -3 to +4 band.
Personally, I find that I outlevel missions rather fast. That some zones have enemies who are a massive threat if I'm not careful where I travel (Nerva, RWZ, Shard are the most extreme cases but not the only ones). Now, I kind of like the latter, but I'm not so keen on the former. If the original decision had been to make enemies relevant longer, then the original sidekick system of one mentor per sidekick would have been much more functionally useful, we'd have fewer issues with outlevelling content, etc. It would encourage a wider range of levels teaming up.
Also, when players teams across levels, the differences wouldn't have been as pronounced. The super sidekicking almost totally removes that, but I do think the original decision was made, it may have been nice to aim for 20% of the game's total content instead of 10%. All just theory mind you. -
Quote:Exactly my thought. Set the minimum price ludicrously low, and the let the bid wars begin.Take a leaf out of Googles book and do it like Adwords, let people get into Inf bidding wars over them.
Quote:The billboards bring in real cash money to NCSoft, or at least that was the original plan. I doubt they would give that up (if there really is anything coming in) just to let players advertise stuff.
@Top_Doc
As to spending huge amounts of Inf on sinks that have no in-game benefit, sure there are some people who will do it. But people like me would just laugh at that and keep buying expensive IOs.
From a marketing perspective, this change would make the realworld ads more valuable as we the players would be more likely to pay attention to banners if some of them have an impact on the game. Although I doubt this willl translate into enough of a difference they raise their real-world ad rates over it. -
I thought I checked all the people in the main room. I even jumped over the counter to try and get a better angle clicking the "teller"s back there (the trick to getting back there is you have to be under the widest part of the roof, so you have enough space to clear the top of the fence).
I even checked in the back office. I'll try again tonight.
Thank you!
Definitely need to add this info to the wiki page. -
Quote:All Six: day job jet is the same thing, so is the siren's call 30-minute pack, so is the Arena only jet pack.No, it's a Sky Raider pack no matter what.
I've got all three: Safeguard pack, Invention pack, and FBZ pack, and they're all Sky Raider packs.
Seriously, with so many other jet packs, they couldn't give us SOME variety? -
Quote:I have mixed feelings on this myself. From a simulationist/realism standpoint I can see the value in it. Batman was the hero, Robin the sidekick and it would take away from the story if Robin could do everything as well as Batman.He was Ice/Ice, but at that level we were pretty ham-strung.
I think mostly my biggest problem is that by design you are at base default supposed to be facing +0 (and sometimes some +1s that spawn too often) but that for sidekicks, they are automatically facing +1s and +2s while having less slots that are almost always filled with less powerful enhancements and can lose the crutch power.
It just seems like they are making the SK fight a lot harder than they really should be.
From a gamist/fun point of view, this isn't a story/comic/tv/movie and there are human's behind each character wanting to have fun. And each having the same right to fun.
Overall, I think the devs struck an ok balance between realism and fun. Yes, some enemies for some builds are particularly hard. Fine. Every three days you can drop a mission. Or you can dial down the difficulty. Or you an pop inspirations. I think that having those options are enough considering the rarity of the really hard missions/enemies.
In general, most people get through most content even with sub-optimal builds and poor play skills and forgetting inspirations. The few times those who know what they are doing and have a reasonable or above reasonable build get into trouble are rare enough that I take it as the devs doing an ok job. If no one ever got in over their head, I'd say the game was too easy. It's a balancing act between too hard and not hard enough, between too much variety and not enough variety. In my opinion, as a particularly unskilled player mind you, I think the devs did a good job. I know a lot of people like to say the game is too easy. I strongly disagree based on my experiences in pugs and with new players. But I think it is not too hard either.
Now, mathematically, I think the "effective range" of -3 to +4 where we can function and get rewards is a pretty narrow band. Within those seven levels, I think a sidekick's -1 might represent too high a percent difference at low levels. I think scaling from -5 to +6 might make the game a bit more flexible. But I also think that at this point, such a decision is beyond the ability of the devs to adjust. And I think sidekicks at 100% the power of the trainer is too much at mid and high level. But at low level, it might be something to visit in the same way as beginner's luck.
Something like a sidekick to a character level 2-19 is the same level as the mentor. At those early levels the extra two slots makes a difference. Each extra power is really noticed. By level 30 people are taking vanity powers. At that point the -1, I think, is fine.
But down lower, you might be right that the -1 could be too much.
Anyhow, I haven't made up my mind on this issue. Thank you for the thread, people are saying interesting things and making me think about it. -
Quote:Definitely agree here. Only games I know of that come close are Diablo II and Runescape. Runescape you use items which you can run out of, but your inventory and ability to hold them make that a weekly or monthly event, not something that comes up during play. Diablo, between leech and potions and gear for bonuses, it was quite doable to keep your mana full. Quite a few builds were eventually unable to use all their mana nomatter what they did. Granted, some builds (Charged boltress) could have an excessively hard time maintaining mana. But overall both those two did a good job. Most of the rest I've tried? Crap.this is one of the ebst games for regen/recovery simply because the stand aroudn time for all ATs is the same, with some sets altering it, and built inteligently and later on in the game, theres very little issue, definately COH is the elast tedious MMO I have played.
Overall CoH does a good job.
The problem is that too much of that "good job" lies in making stamina universal. Without it, well, try an earth/SS tank with no stamina. Or a stone/SR brute. Or an Earth/Earth dominator. Oh sure you can do /EA or /Elec without stamina pretty easily. And most of the mid-range builds can be stamina free with a bit of effort. Some builds, you really can't. And the fact that some players can make stamina-free builds easily enough does not mean the majority of players can.
Right now, the majority of players require stamina to have fun with a build. Right now, the vast majority of "help me with my build" posts include stamina. On nearly every build for nearly every AT. Look through the forums. I challenge anyone to find an AT forum where more posted builds are stamina free than have stamina.
@Rush_Bolt
Really, you're constant harping on belittling posts via passive aggression is getting to the point of literal ridiculousness. As in deserving of ridicule. You deliberately choose children with ponies to make the comparison of other posters to spoiled children. That is an insult. No one is being that rude to you, please cut it out.
However, I lay out a counter challenge to you. I posit that the sheer weight of builds with stamina compared to builds without stamina is proof that the current system is borked. If you can find more builds that are stamina free than we can find with stamina, I'll agree that endurance costs are not too high in general.
But when 100% of the top performing builds across nearly all powersets and across all ATs use stamina, and when 100% of the lowest common denominator builds across nearly all powersets and across all ATs use it, it is clearly only optional in the same sense that IOs are optional.
When one specific power is that widely used to have basic functionality (low-end builds) and top tier performance (high-end builds) something is out of whack. If it were just those going for AVs with no temps and no insps, then fine. If it were just idiots who were wasting power picks like the guys with flurry, jump kick and whirlwind. Fine. But when it is across the whole spectrum on all ATs and on all powersets that don't have a built-in substitute as well as most that do (even most WillPower and Regen builds take stamina for example), I posit that the sheer volume of those builds with stamina compared to those without is the numerical proof.
I'm sure you'll repeat your pathetic example as I've cited a number of people speaking. But the goal of the game is to have fun. Running out of endurance is not fun. Having enough endurance is not godmode. As a game, the voice of the crowd is sometimes the only statistic that is needed. I posit that endurance is one of those circumstances. Please note that I am not claiming all circumstances the voice of the majority is enough. I am claiming in this specific instance it is.
Too many people have a negative experience of the game without stamina. As people have a negative experience they leave the game. That's not good for the company that makes the game's revenue. In turn that is not good for those of us who want the game to stick around. Endurance is not like a pony, it is not optional it is not a luxury. It seems to be the core throttle mechanic for experience gain. It is also the most obvious and basic limit on a new player's fun. That's qualitatively different from a pony. If you can't see that basic fact, then you truly do deserve to be ridiculed. -
Checked the wiki and can't find the answer. On the bank mission, HOW do you talk to the teller?
Also, there are three of them does it matter which one?