Intrinsic

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  1. I'd buy real estate. The prices in Paragon City must be near rock-bottom with all the metanormal activity going on, so I'd swoop in and snatch up all of those cheap properties. I'd apply the old market rule: buy low, sell not-quite-as-low.

    Actually, I'd do what I'm already doing with my current sum of inf... nothing. My characters' builds are done for now, and there's really no other good use for excess inf. It's why I've scaled back my marketeering activities; I have no motivation to earn.
  2. Quote:
    Originally Posted by Arcanaville View Post
    I am very close to suggesting that the devs basically out the players with the grenades and acids: when they drop, combat spam will say "Violet Rumble recieved Molecular Acid" and when its used combat spam will say "Violet Rumble has destroyed a reinforcement portal." I think this is the sort of thing you should be wary of doing, and the only reason I'm not personally there yet is because even with the apparently amazingly high illiteracy rate among MMO players my overall success rate is still pretty high running trials.
    This feature might be nice for normal Lambda runs, but it would be crucial for MoLambda runs. Without a way to determine who is throwing grenades at Marauder, the league leader doesn't know who to kick before the next attempt. The current system allows a single player to sabotage the efforts of a league without accountability, which makes MoLambda runs a playground for griefers.
  3. I'm fully convinced that people play MMO's while stoned or drunk. I have no other explanation for some of the behavior I've seen.

    However, I'm starting to reach the belief that the handling of acids and grenades on Lambda is poor game design, because it's adversely affecting too many of the runs to just blame on a few bad players. Maybe we need to have a separate power tray for mission-critical temp powers, or something similar.
  4. I've been on 2 MoLambda attempts, and each time some moron tossed a grenade at Marauder after repeated instructions not to do so. I'm not trying for it again, period. The devs can fix the badges, but they can't fix stupid people.
  5. I would make it random, with two influencing factors:

    1) Minimum participation threshold. Ideally, this should be just high enough to discourage doorsitters or /afk autofollowers. Fall below the threshold, and you get nothing. Above the threshold, you get the same chance for a reward as the rest of the league.

    2) Completing objectives that currently give astral merits and accomplishment badges would also increase the chance for getting a better reward table. This would give incentive for leagues to go for the 'hard' objectives in a trial beyond just getting the 'master of' badges.
  6. Little do you people realize, that DangerWoman35 is actually the evil villain FourEyes in disguise, perpetrating her dastardly schemes on the forums to inflict eyestrain upon readers everywhere! Muahaha!!!
  7. This is my fire^3 dom's current build. I enjoy running TF's/trials/raids, so I've tried to keep that in mind. It has permadom when exemplaring as low as level 25. At 50, it has enough global recharge to maintain domination without Hasten, which means I don't have to worry about going afk. I was able to solve endurance issues through slotting, which allowed me to use core musculature for the Alpha slot. I don't know if it can do quite as much single-target damage as Frosticus' build, but it looks to have better AoE damage and better selection/slotting in the control powers. There's probably more room for optimization, but I've been pretty happy with it so far.

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/

    Click this DataLink to open the build!
  8. Intrinsic

    Tray Management

    Quote:
    Originally Posted by Leo_G View Post
    I think I have the weirdest set-up of anyone. Since I set it up so my movement is controlled by the Numpad (blame my first MMO as a kid, FFXI. Seriously, what the hell, FFXI!? No customizable controls? ****** *******....) so turn left is Num4, right is Num6, forward is Num8, etc. Strafe is the arrow keys (used by the thumb), jump is Num0, down flight is Num5...
    That setup actually makes perfect sense to a left-handed player. I used to map the movement keys to the numpad for many games.

    For the last few years, I've been using a Zboard Fang and Logitech G3, and this setup has been a godsend for MMO's. Most of tray 2 is mapped to extra keys on the Fang, along with certain other functions like autorun, so I can fill the first two trays with all the powers I might need in a fight without having to resort to mouse clicking or shift-button combos. Tray 3 is used for toggles, while tray 4 holds some temp and veteran powers. I have Hasten mapped to mouse button 4 for those characters who don't have it on autocast, and mouse button 5 goes to a macro that toggles between Hover/Fly or Combat Jump/Super Jump depending on the character.
  9. Nice

    How long did the fight take? Did you use anything to suppress its regen, or did you just out-DPS it?
  10. Or maybe a longer trial gives you more time to 'participate.' Especially if the metric is number of times powers have been activated. That would be a real kicker for the folks who are trying to speed through the trials.
  11. Up until tonight, my scrapper found 2 very rares total while my dominator found none. Tonight when I ran a couple of BAF trials with the dom, I did something a little different from my previous runs during the last stage. I got a very rare each time. I switched leagues between runs, so I didn't go with the same bunch of people twice. At the time I thought I was the luckiest bugger in the game, but in light of this thread I'm wondering about that. I'll have to see if I can replicate my good fortune tomorrow.
  12. Intrinsic

    Basic Economics

    I remember paying 40 mil for Hecatomb too. Prices on purples made a huge jump after I14, when the farmers moved to AE farms. They're still going up steadily though. I just paid significantly more for an Apocalypse set a week ago than I did 6 months ago.
  13. Quote:
    Originally Posted by Kyria_Shirako View Post
    I can point out many failings of the queue system, but minimized teams isn't one of them. Heck, I've never had a more boringly easy time than one BAF we deliberately ran with 12 people, because the escapee spawns, reinforcement spawns, and (I've heard and find plausible but have not been able to verify) the AV HP scale to the quantity of trial participants.
    Marauder's hit points didn't seem to scale down, though I'd have to break out a power analyzer or surveillance to be sure. The last LFG trial I ran actually came close to succeeding, but we ran out of suppression grenades, then ran out of time trying to gather more. Maybe we do have enough vets running the trials at this point that it's feasible to go with the minimum number of players. I'll still go with the hand-picked teams though, at least for the time being.
  14. Quote:
    Originally Posted by Sir_Zane View Post
    The Trials are two completely different worlds if you get on a pre-created League or if you go through the Turnstile LFG system. Not even in the same solar system different worlds. Unfortunately, most of the players of COH will be using the LFG system.

    I have witnessed what the OP has stated and more on LFG PUGs as I have made a point of running them this past week. Most LFG Pugs will Fail, flat out (this is on Virtue) -- out of 30 LFG PUG runs I have done only 4 have succeeded. These teams start with nearly the base minimum for the Trial (12 on BAF and 8 on Lambda) with most people not knowing what to do. Not a recipe for success.

    Additionally, the vitriol has been getting worse actually as we head into the second week. Last night was particularly bad. There is a growing scenario of players who know what to expect but have little patience for those that do not and express themselves in a very hostile manner.

    Before you dismiss this, use the LFG system only and run 5 or 6 Trials. It may be different on different servers. I can only speak to Virtue.
    I ran three Lambda trials on the first day using the LFG tool, and quickly realized this method of forming teams wasn't going to work well. It kept throwing us in with the minimum number of people, which was a recipe for disaster. I didn't bother trying to run BAF using LFG; I can't imagine running that one at the moment with only 12 people. Ever since, I've been going to Pocket D and joining trial teams forming there.
  15. I'm seeing some opposition to the idea that's framing the argument as an either/or proposition. That doesn't have to be the case.

    Deus mentioned Everquest, and buff durations aside that game is a good example of buffs that evolved as more multi-group content was introduced. When EQ started, all buffs were single-target buffs. As new expansions were introduced, the devs started giving players some group buffs as well as the single-target versions, to reduce setup time during raids. Eventually they implemented a separate ability. When a player activated this ability, the next group buff he cast became an AoE buff. At no point did the devs remove any buffing options. They simply introduced new ones.

    CoH could have the same options. It could be easy as giving some of the powersets a new toggle switch. When the toggle is on, shield buffs become AoE buffs. Add whatever penalties you think would be appropriate: increased endurance cost, can't affect the caster, etc. When the toggle is turned off, the shield buffs become single-target buffs again, just like they've always been. You can still use them to buff stragglers and players who have been defeated. Players would not lose any flexibility in buffing others. They would simply gain new options, and hopefully make the process of buffing a bunch of people at once less tedious.
  16. Quote:
    Originally Posted by Jibikao View Post
    I finally got my first Interface, Reactive. Looks like the resistance debuff value is very low just for one application. It does seem like I can stack more than one application (up to 4x) by myself. That's why you would want 75% proc chance.

    How much fire dot damage from the proc? And can you stack fire dot or the new one overwrites the first dot?

    And how long does the debuff last? 10s or longer?
    At level 50 versus a level 50 mob, the fire DoT does 13.38 damage per tick. That number is unaffected by AT differences, buffs, IO set bonuses, inspirations, and Alpha slot abilities. I've done a little testing on some mobs in PI using the 25% and 50% abilities. As far as I can tell, the DoT is applied on every attack. It lasts for 5 ticks with 1 second between ticks, and the percentage in the description is the chance for any given tick to apply its damage. The DoT will run the full duration even if some of the ticks aren't applied; so you might attack a mob, then 2 or 3 seconds later you'll see tick damage from the DoT.
  17. Quote:
    Originally Posted by Memphis_Bill View Post
    You mean... like the ones you unlock during the raids?

    Use those.
    That does nothing to address the issues people playing these powersets have with buffing, except possibly to make them feel redundant. It certainly doesn't compel me to roll a FF defender, knowing that a scrapper can just as easily give out Destiny buffs.
  18. Quote:
    Originally Posted by Catwhoorg View Post
    Would you accept at least a 20 fold increase in the end cost per buff ?

    That applies even if solo ?
    As opposed to buffing 23 players one at at time every 4 minutes? Absolutely. If we're going to see more raid-level content, then we need raid variants on these buffs.
  19. Quote:
    Originally Posted by Jibikao View Post
    He REALLY hates teaming with he doesn't know. I can't explain what happened because I met him through a PUG team two years ago. These friends have played this game for years and most of them have played this game since beta.
    What's your thoughts on this?
    Sounds like your friend is not completely averse to teaming with new people. Maybe it's time to expand that circle of friends again. Although, he might want to actually try a PuG trial before he writes them off completely.
  20. Quote:
    Originally Posted by Scirion View Post
    My only complaint about the new trials so far (I've done a mere one Lamba and zero BAF) is the lack of information. You have not even the slightest guess of what's going on short of having teammates that have already run several and feel like informing the team. Gigantic red letters "War Walker powers up it's Orbital Lance!"... OK? So what? What does that mean to me? (To that end.. I still have no idea. Same goes for Marauders Nova Fist or whatever it's called. I just know it one-shots my tank...)

    Just a little help and extra information would go a mile towards overall team entertainment and success.
    If you read the patch notes, they explain much of what is going on with the new trials. There's a link to the patch notes on the updater screen. As for things like the War Walkers, it helps enormously if you pay attention to your surroundings while you fight.
  21. Heaven forbid there should be any learning curve to new content!

    It hasn't even been a week. Give folks an opportunity to figure out the new trials. For what it's worth, all of the trials I joined in yesterday were successful.
    Quote:
    I think these missions are nice, but bad concept. Your just running to get the new powers so you can solo other content much faster or better.
    I'm getting the new abilities so that I can take on more challenging content, which the devs are finally delivering.
  22. On an individual level, corruptor damage can be competitive with blaster damage depending on the corruptor's secondary set. On a team level, a corruptor can pull ahead when you consider the corruptor's ability to act as a force multiplier and boost the overall team damage output. Defenders have lower individual damage, but can make better force multipliers in a team.

    Personally, I have a hard time trying to play a blaster now, after having played a corruptor and a dominator (which you didn't mention but can also be competitive damagewise). IMO, when compared to corruptors and dominators, blasters just don't bring enough to a team.
  23. Mmf, the Interface abilities are looking a little underwhelming. Any idea what the duration is on the proc debuffs, and how much damage the fire DoT does?

    *edit* D'oh, just re-read the thread and saw that you answered the duration question earlier, but thanks for answering it again.
  24. Try replacing the endurance IO's in Lunge, Slash, and Shatter Armor with Mako's acc/end/rech. I use that slotting in Lunge and Slash for my NW; it gives very nice enhancement values.

    *edit* Also, consider slotting 3-piece Miracle or Numina in Aid Self if you want more hit points.