Grey Pilgrim

Renowned
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  1. Quote:
    Originally Posted by je_saist View Post
    And you are saying this to the person who has repeatedly, and accurately, described the design of the game, proven time and time and again superior ability in troubleshooting issues, and taken time to instruct other players in how the game works and why it works like it works.
    Well, I'm used to such strong-minded stances as this from you, but I had to add in a quick point in addition to what others have said. Having such an opinion about yourself is almost always a sure recipe for disaster, even if it is true. People do not like such attitudes, and it leaves you open for making many mistakes and eventually making them.

    I'd hope that I can say something worthwhile about Fiery Aura after all my experience with it, but I'd hardly go on spouting anything like you did. I guess I can see now how you post the the things you do with this attitude, but that's hardly a good thing. Might be a good time for you to reassess.

    Quote:
    Originally Posted by BigFish View Post
    Shouldn't a big, bad corporation have the courage to slap down frivolous lawsuits?
    Lawyers cost money and stress. If a company can avoid a lawsuit by having a good policy in place, they will do it. They're in business to make money, not to wage holy war against frivolous lawsuits. They'll combat a suit that comes their way, but it's far more intelligent to avoid it in the first place.

    Quote:
    Originally Posted by Scarlet Shocker View Post
    A simple "We are able to confirm that Developer X no longer works for Paragon Studios: We thank them for all their effort and hard work during their time with us and wish them well for the future. We will not be discussing their departure in further detail and we hope the community understands our reasons for this," would have been sufficient without causing any of the problems some have highlighted.

    I appreciate it's not a cut and dried issue, but the official responses are rather lacking.
    Frankly, this is all I was looking for. I wanted to know if he was gone or not. If he isn't, a simple "he is here," would be good. Since he's apparently gone, the above does not say anything about him other than he is gone. Sure, I don't know my corporate law, but it seems like you should not get into trouble for this at some point, especially in an industry where you mention who is running what for your development.

    I hate it when people at my university move on to other jobs (or just plain don't get a contract to come back), and hardly anything, if at all, is said about them going. Feels rather cold to me, if maybe somewhat expected for an instructor at a university. For someone well known and did considerably more at NC Soft, seems like something should have been said.
  2. Yeah, unless you are running at a quiet time of the day, you should be able to scare up people to join you. If I'm on and have time, I might join in, as I have yet to try any of the redside respec trials.


  3. Well, I'm a little confused as to why there is nothing official on this. They were quite clear about things when Posi shifted spots around and War Witch jumped in to what he was doing. Also, there are plenty of news articles about who went where, etc., with other development companies when they restructure, so I'm confused as to why they can't say anything more about this. It's a bit silly to leave it behind a confusing wall of corporate speak.

    I hope BAB isn't gone, as I think he's a great personality and talent and gave a lot to this game. And his work behind removing redraw on animations, adding custom weapons, and custom animations have forever made the game much, much better. I appreciate his work and his presence, and hope they aren't gone.
  4. *eyes narrow*

    Weird... 32? How is it I was 31 and at the target level last time, and I made it to 33.1 just by running Buck Salinger's arc with my team last night in about 1:35? I noticed Flux was at 34 when I checked in again last night (but you were all gone!), so I didn't think I was that far off. Glad I did come back, though. Finished my aura unlock missions and had a Numina Unique drop off of a Super Stunner I fought in Brickstown. Other than a few purples, that's my best drop ever!

    Odinn needs to get merits and work on TFs, so I'll be running some this weekend and Monday (with xp turned off, it looks like). Probably run Moonfire on Saturday and then try to do both iterations of Posi on Monday, if anyone else from Isos wants to join me.
  5. Grey Pilgrim

    Fiery Aura

    You shouldn't need to softcap, anyway. Fiery Aura really benefits from layered mitigation (well... all sets do, but hopefully you get my drift). So, adding on to your resists and defense with Tough and Weave can help you out if you want more survivability, and will do plenty short of the softcap: especially because of Healing Flames.

    Getting your defense to about 20% to lethal or all types will make a noticeable difference in what you can take, and if you can push it higher it obviously gets even better. What level of difficulty you want to be able to take also makes a difference, obviously.

    I haven't gotten my Fire/Fire Scrapper too high just yet, as I have other alts I've been working on more heavily (and I just like running Fire/Fire with my Tank, usually), but that's the methodology that works pretty well for Fire/Fire. I do have a cheaper, more offensive build for my Fire/Fire tank that has about 22% to S/L that does pretty well. That's with no Tough or Weave as well. No Kinetic Combats, but does have two sets of Obliteration, which is more spendy (went for more recharge with that build). That version does pretty well unless I'm facing a lot of exotic damage, like Carnies. So you do have a lot of build choice options.

    Oh, recharge helps your offense and survivability with Fire/Fire, as the sooner you get Healing Flames up, the better. That will also help your offense, of course.
  6. Quote:
    Originally Posted by Biospark View Post
    Amen.

    Although I left much earlier, I saw the writing on the wall before Burning Crusade launched.
    After being away from WoW for over a year, I read a reviewer talking about his experience with a (at the time) end level raid, where he was being critiqued severely for not having the highest DPS gear on his character, as they did not think he would be able to contribute enough to the team. Such gear was earned through the raid, so I'm not quite sure how he was supposed to have it all coming in (and he had the best stuff he could have gotten elsewhere).

    Such common attitudes in that game are why I have avoided it like the plague for years. It's not casual friendly at all, and while that story is not typical of all people playing WoW (it obviously wasn't typical for me), I saw it far too much. Blech. That's why I hate that attitude here if I ever see it crop up, and why I counteract it whenever I form my own teams.
  7. Quote:
    Originally Posted by Biospark View Post
    The regen - willpower debate is understandable, considering how much regen has changed from day one.

    In my play experience though they both are great, but suffer the differently.

    With Willpower, you can see yourself in over your head, and know that there is nothing you can do about it but RUN.

    With Regen, you feel like your doing fine until ... your NOT and your in the hospital.

    If my vote counted, I think Regeneration needs to be top-of-the-heap on Regen. Whether you achieve this by giving regen debuff protection or lowering the recharge in Instant Healing doesnt really matter to me. It would just be nice if regen did not have to "rely" so heavily on one power(reconstruction) and +recharge. <---heh says the guy playing empathy as his main

    IH as a toggle , heck yeah, but doubt the devs are gonna reverse that decision.
    If you're setting up Regeneration to deal with its strength and weaknesses properly, you should have more than enough time to react to extreme situations. Besides IO bonuses, Tough and Weave add a lot of layering for Regeneration that helps a lot.

    Alpha strikes are technically a weakness for Regeneration, but again, you can set Regen up so that you can respond to even that in time. I've actually gone AFK a few times (without meaning to) on my Regen, and had a few minions shooting at me at the same time. I came back and hadn't died or had my health budge at all. Not a huge performance metric, I know, but that does say something.

    Quote:
    Originally Posted by Rieze View Post
    A pipe dream at best would be that IH fast healing and integration be 100% enhancable.

    Another would be is to give recon a non stackable regen effect that last the duration of the toxic res effect.
    If Regneration needs anything, I'm dubious that it needs more healing or regeneration. It already does that quite well. Debuff resistance of some sort is the most I can see happening, as there aren't really any good reasons for it not to have some debuff resistance, either.

    Of course, my arguments about Dark and Fiery Aura not having KB Protection not making sense haven't gone anywhere, either. So who knows if that line of reasoning is enough to make the devs budge. *shrugs*
  8. I've said it before, Test Rat, but really... you need to find better people to team with if you've honestly had people frequently turn X AT away. Now if I'm running an ITF and we have five Blasters, I might suggest getting something different might help, but that's it. I like making less common group combos work.
  9. Grey Pilgrim

    *** Mental ***

    Quote:
    Originally Posted by The_Masque View Post
    Maybe I'm thinking about it wrong, but if we get these as inherent powers at lvl 2 don't we kind of get 4 more slots.
    Technically, yes. I know Grey Pilgrim is going to pick up an extra slot from being able to slot his Winter's Gift -slow resist IO into Teleport Friend, but then he's going to have the extra base slots in whatever power he picks, too. Probably going to grab stealth or the defense toggle from Leadership to slot a LOTG +recharge into. It'll be nice to be able to pick up more Ancillary powers, too. Melt Armor is only so good with 1-2 slots on it, but it'll layer nicely with Bruising for a bit, at least.

    Quote:
    Originally Posted by Zamuel View Post
    Victory is a little different than elsewhere since we seem to run it and enjoy it. I often see complaints about Reichsman's hp (valid complaint) and comments that the AT temps force team makeup and thus restrict them when the intention was to try to mix things up and only the MM power is truly required.
    I'm actually going more off of poster on the forums in general, most of whom are not from Victory (though a few are). For design, Barracuda is certainly more interesting than Khan, even if both have Reichs, who is a bit annoying to deal with (I just hate all his HP... I've been on a couple failed attempts, though one of those was a failed Mo run that lost two members).
  10. *cough* Saturday night *cough*

    At least, I keep telling Masque to try for it. I can usually get on around 7 PM Central. Just hinting/hoping obviously. Heh.

    Good to hear the strategy for this, though. How much psi damage is tossed out, Masque? I have GP built pretty well for it and have the Elusive Mind power, but he's still only at 23% defense to Psi, and 14% resist to it (just from bonuses). It's worked well enough with the psi you run into on the old Maria Jenkins story arc, carnie missions, and the Sara Moore TF (with a little help), but I'm curious how bad it is.
  11. Hope you can show up, MG. Raw, the target level is just so we don't have too many people out of sync, and it's easier to do story arcs together, etc. Being off by one level isn't a biggie, though don't be surprised if you exemp down with the rest of your team, either. Part of me was tempted to leap to 32 so I could have Lightning Rod sooner, but that will come soon enough.
  12. Grey Pilgrim

    *** Mental ***

    Quote:
    Originally Posted by Satanic_Hamster View Post
    Going to be a big help for rogues/vig's without base access.
    Yup. Ran a few TFs with vigilantes blueside that were originally villains, and that was quite annoying for how long it took them to get anywhere. It obviously takes anyone a little while to travel from Brickstown to KR, but for how long they were doing it... ugh.

    Quote:
    Originally Posted by Zamuel View Post
    Yeah, I specifically stated what I did since I think it somewhat stands a chance at implementation. Though I'm assuming the likelyhood would be Gravity -> Stalkers -> AE

    So you want a TF no one runs and everyone on the forum complains about? I think the high level Praetorian mobs will make things different in their own right due to their difficulty and greater need for situational awareness.
    I do wish they would do a bit more for the AE than add some map types and mobs. They did at least fix that NPC teammate issue that really frustrated a lot of people, but I haven't seen many other adjustments to the system that people do want. They're doing better with it than they have for PvP, at least (I'm still not sure why they made those adjustments to PvP if they weren't going to keep following through on them: I know Castle had more ideas for PvP that were not implemented at all).

    Not sure what your impression of Barracuda is, but most people I see posting about it think it's more interesting and fun than the Kahn TF, and I agree. It's a little bit of a pain to have to track down the AVs in the last map (it'd make more sense if they spawned in near you or ran up to you), but I think it's better than fighting them all at once.

    The Reichsman fight is more interesting as well: problem has been more with making those powers work right. But I've also met people who think the Kahn TF is the best in the game. I'd say they have more going for them than the original TFs in the game, at least (Reichsman is rather interesting to fight, it's just his mammoth amount of hitpoints coupled with a Tier 9 that make him really silly). I'd rather the new TFs were more on par with Hess, Katie Hannon, LGTF, or ITF, but that's it. Fighting War Walkers in Paragon seems like a pretty good idea that would be hard to fail with, but hey, I'll wait and see.
  13. Grey Pilgrim

    *** Mental ***

    Quote:
    Originally Posted by Zamuel View Post
    While I am looking forward to some of the stuff in I19, the main things that would perk my interest would be:
    • Real fixes to some of the issues with Mission Architect
    • Fixes/buffs to Gravity Control and/or the Stalker AT as a whole
    Well, who knows. They can sneak in buffs to powersets that aren't in the preview: they've done it plenty. Had some Scrapperites just find out over the weekend that Tanker's received a buff via Bruising with GR/I18. Go figure! I would like to see changes to Gravity as well, and I guess Stalkers need a little something more for people to like them more.

    DC... you don't like the changes to the ferry/train system? Are you insane? You're still going to see all the zones that the missions make you go to, and that's not changing... so I don't see how this means we're seeing less of the zones. If I don't have to trek from one side of Steel Canyon or Skyway City so I can get to Talos or something, that's a GOOD thing. I'm still going to be seeing those zones plenty. It's not like you're going to know what side of the zone your mission is on, anyway, so it's still going to happen, anyway.

    Rogue Isles is even better. It's a PITA getting to Mercy and PO, and you have to go there a lot, even at higher levels. This change makes me less annoyed about going to those zones in the first place.

    I do agree that we'll have to wait and see on the TFs and alpha slot, but what they had for the alpha sounded interesting last time around. Hopefully it'll fit in better. And if they can lean the new TFs towards the Barracuda version of Kahn, I'm good.
  14. Grey Pilgrim

    *** Mental ***

    Quote:
    Originally Posted by Zamuel View Post
    It's...odd. This is a very good issue yet I don't find myself all that excited.
    You never know, Zam, the next Sewer Trial might be in the wings, waiting to claim a place in your heart as your favorite content! This IS a good issue! Get excited!
  15. Grey Pilgrim

    *** Mental ***

    Last I heard was that a new system sounded like a good idea, but at best it would be a year out... as of March? Something like that. Not sure if that means they ARE working on it, but I hope so. Big QoL issue, that. Not so bad in the 20s, but at 50, good night.

    And belay my comment on Stamina... you do get all the powers automatically, according to Castle. The post is just unclear.

    His reply to someone's comment that inherent fitness means we need more slots is hilarious, too. "Nope." I wouldn't say no to more slots, but expecting even more of a buff than inherent Fitness like some have is hilarious.
  16. Grey Pilgrim

    *** Mental ***

    Yeah, quite impressed by this. More task forces, more events (though I wonder if you can ever have event overkill and not have people show up for them, ever... though I guess the Clockwork Construction stuff is the only thing), more customization. And it looks like Orobouros is being attacked by the Coming Storm in one of the pics! Intriguing... is Lusca part of the Coming Storm?

    I still want some alternate animation for the darn haymaker animation, but alternate punches for the other stuff and blasts is good, too.

    Curious to see how we are introduced to the Incarnate slot as well. Do we have to do these TFs to get access to the slot? Is there a separate story arc involved? And also... all the whiners going on about how they don't want Hurdle automatically, or Sprint, or whatever, the Fitness entry makes it sound like you can pick and choose with Inherent Fitness as well. Though I'm sure there will still be some whinging, people being what they are.

    I19 is very much what I like to see from an issue, though. More content, more customization, and more QoL improvements (my jaw dropped over the train and ferry going everywhere bit). Sweet stuff!
  17. Grey Pilgrim

    Why A Blaster?

    Quote:
    Originally Posted by ClawsandEffect View Post
    Not really. If scrappers are so much better, as is being implied, then one AV out of the whole TF shouldn't be a reason to invite an "inferior" AT instead, now, should it?

    What difference should it make between a blaster, and a softcapped SR or Shield scrapper? I mean, it's her heal that we're worried about, right? If it doesn't hit you there's no problem.

    Seriously? ONE AV is reason enough for a team to invite an AT that is supposedly inferior to a scrapper in every measurable way?

    And because I don't feel like multiquoting here: If there's a need to be babysat on teams, that isn't the sign of a bad AT, that's the sign of a bad player.

    I keep hearing all this about "blasters are underpowered!", and I'm just not buying it.
    If you're just having fun, any AT you bring doesn't matter. If defeats start getting important, then what you are saying is certainly the case. It's not even an MoSTF where you have to worry about a Scrapper in melee, either. On an MoITF, more people in melee means more people that the healing nictus can make use of and def debuffs on a Scrapper can add up to danger even faster than a Brute or a Tank; LGTF has plenty of instances where melee is less useful (and a potential weakness, like with the 4 Riders that cause fear and -end, making it easier to fail); and Kahn has Reichsman, who does do a good amount of damage up close and has that PITA stun attack that mezzes through mez resistance. Of course tanks have to worry about this as well (*sighs* my Fire/Fire certainly did last night), but it is another reason to limit how many people you have up close to a hard target.

    Good Scrapper players can do fine up close on those mobs, but they're also the easiest to get into trouble: especially with the average player, and even on a well-played one. Melee damage gets pity spots if you're really trying to min/max. Heck, everything other than extreme buff/debuff does for min/maxxers... there really are a few sets out there that are nutty for what they can do.
  18. Quote:
    Originally Posted by Umbral View Post
    How is end drain resistance thematic for Dark Armor or Fiery Aura? How is recharge debuff resistance thematic for Shield Defense? If the debuff resistance is needed or desired for the set to achieve a reasonable point of balance (which I believe */Regen does, since it's the only set that has absolutely no debuff resistance whatsoever made worse by the fact that it has no reliable avoidance mechanisms either), then you can think up a thematic reasoning for the set to have it.

    Using performance concerns for reasons to not provide */Regen with something that everyone else gets and largely takes for granted doesn't really make much sense anymore anyway. With the way that the traditionally underperforming sets have been getting buffed recently, */Regen is nowhere near being a top performer anymore (unless you assume it's being used by a highly competent player rather than an average player, which is playing by double standards when you consider how skill-leveraged mechanics are balanced in pretty much every other area of the game).
    ? I wasn't arguing against -recharge resists for Regeneration, I was pointing out that providing such buffs is perfectly thematic, as the post I was responding to said it wasn't. Guess I could have quoted them, but it's pretty clear that I'm saying a -recharge resist would be a thematic thing for Regeneration.

    And it certainly would make sense. Fiery Aura received such a resist in Temperature Protection as it relies on offense and its heal to get the job done. Regeneration certainly relies on its heals and regeneration to do so as well, so it makes sense to give it -recharge resist to me as well. It's especially going to need it if it ever gets ported to an aggro specialist AT as well, though that's not the only overhaul it needs if Tankers get it (though do I rather wonder if sets like this are just never going to get ported).

    Quote:
    Originally Posted by Jabbrwock View Post
    I seem to recall a similar thread where Arcanaville (I think) said that most -regen debuffs were variable duration rather than variable magnitude. Thus, regeneration debuff resistance just reduces the duration, and they were given super huge magnitudes to make sure that during that duration they really truly blocked regeneration. I don't suppose it makes any difference to a set like /Regen which, bizarrely, lacks any regeneration debuff resistance, but it sounds like you'd get flatlined by most of the regen debuffs out there even with it - just for a shorter period.

    I think the real question is whether /Regen's complete lack of debuff resistance of any kind is justified based on its performance compared to other sets. Does it really out-do the rest so much in the absence of debuffs that it has to be a sitting duck for anything that happens to have some debuffing power to throw around? It's certainly a subject worth examining anyway.
    Yeah, that's kind of what I was pointing to, earlier. Those regen debuffs are way ridiculous and (if anything) seem pointed to penalize sets that rely more on regeneration. While everyone benefits from the ability, WP and Regeneration are the main sets that need that ability to get the job done. That design mechanic seems odd to me.

    The rest of your post just points to why it could use some more debuff resistance as well.
  19. Quote:
    Originally Posted by SinisterDirge View Post
    Even if they increased the flight speed of Fly, I would more than likely still take SS or SJ. Just for the utility of hasten, or combat jumping. Air sup is nice enough I guess, Hover is okay, but I wouldn't trade Hasten or CJ for both of the pre-flight powers.

    I'll tell you, it is going to be even harder to pry me away from either set one i19 hits with inherent fitness considering neither really need any slots to keep me happy.
    It's somewhat late in the game for veteran bonuses, but it's nice that you can get Combat Jumping and Fly if you wish, once you can pick a travel power automatically at level six. This gets even better once I19 hits and we have inherent Fitness, as you're getting another pool power pick if you want it.

    I'm entirely thematic with my travel power picks, so if someone is a flyer, they're a flyer. It's not that much slower and maneuvers well, and concept means a lot more to me.
  20. On missions where stealth running to the end can help, I occasionally "Tanker Stealth" to the end and teleport everyone using my vet reward. That refers to just running through mobs and ignoring their damage, though (turning off your damage toggle does help there, too, though). Bit harder to do on Synapse since the Clockwork are persistent buggers and follow you everywhere for a long time.
  21. Grey Pilgrim

    Looking For Team

    Out of curiousity, why do you need it? It can be chatty and friendly, I know, but tells and channels work pretty well still. And you don't need that much coordination on teams, either. I used to play in a Battlefield 1942 and then 2 squad that competed competitively, and you certainly needed it there. CoX isn't anything like that, even on an MO run.
  22. Good luck with your run. I'll be having fun teaching my night class then.
  23. Grey Pilgrim

    Happy Birfday!

    Gratz. I thought I posted in here yesterday, but the post is not here. Anyway, hope you had some fun on your birthday around the work. My birthday is right around Martin Luther King Day, so sometimes it's nice and on a three day weekend, other times it's during the week (and the first day of a new semester). So I know how it is.
  24. Grey Pilgrim

    Why A Blaster?

    Quote:
    Originally Posted by Another_Fan View Post
    We have had examples on this thread where other ATs can outdamage, outsurvive, and provide more team benefit all at the same time.

    The counter seems to be, "that the game is easy enough that you can use anything and still win so mathematical balance between the ATs is unimportant"
    No, the counter is that Blasters can zip through content and contribute solo and on teams, so they are fine there. If there are corner cases where other powerset combinations challenges their damage too much, it's more of a case that perhaps they're overpowered and need a reduction, or that it's an out of the norm build for the regular player, so it doesn't matter. Debuffs are also an issue that adjusting Blasters to face would be a tad ridiculous, depending on how you approach it.

    Arbegla covered the Scrapper AOE stuff well enough. Scrappers can do nice AOE in melee range, but they're still not on the level of what my Blasters can do. And I say this as someone with a lot of Blasters that I like.
  25. Yeah, Bruising is nice on a team and solo. Kind of wish we had had it on that all Tanker LGTF about 6 months ago where Honoree took forever when he started firing his Tier 9, would have made it a little easier, even if he would have only had one application on him.