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We still have to cover all the bases when people run into issues like this. I just got back after a 4 hour power outage so I didnt know the market server was down.
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Firstly, there are 3 "tabs" under your mail now. Mail, Certifications, and Vouchers. Ascension armor appears under Certifications, make sure you're looking there.
Secondly, they don't expire.
Thirdly, make sure you don't have the "Hide un-claimable items" option flagged under Options, and that you're not trying to claim Ascension on a non 50. Ascension armor is 50 only. -
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Quote:My favorite Dominator is Plant Control. I could come up with these all day:I enjoy Illusion Control. Well what I actually REALLY enjoy is Deceive. Sure it affects your XP rate a bit but making Embalmed Cadavers and Abominations blow up their own comrades; have Sky Raider Force Field Generators protect you; have a Troll punch out their barrel of explosives; and it gets funnier EVERY TIME I SEE IT [/Beetlejuice].
- Watching spawns die when Nictus Crystals explode on the ITF
- Watching War Walkers call Orbital Strikes on their own people.
- Watching everything summoned by a <Carnie Master Illusionist, MM type npc, Demon summoning portal> proceed to attack said portal/boss/master.
- Watch any NPC being the last one standing just stand there and take whatever you give them (my friend with a Mind dom loves to do this to Ghost Widow on the STF).
- Lock down a ton of NPCs that are nearly Hold Immune, but Confuse vulnerable (Screw you Fortunata Mistresses).
- Get healed by any healing NPC
I've always had a not so secret goal to confuse a rezzer just as something else kills me and get rezzed by them, but I'm told that can't happen. Ah well.
Oh one last VERY IMPORTANT THING:
Quote:Sure it affects your XP rate
However, you kill things quicker, you stay safer, you have less downtime, and thus you get through missions faster and get more done in less combat time. Thus, your xp rate is improved by Confusion.
I realize your statement was a throw away comment and you didn't mean to make confusion look bad. But this "Confuse nerfs your xp" is an old meme and I tend to try and crush it whenever I see it. -
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Quote:Just to note, with the Combat Attributes monitor, and the smart tooltips, you can A) know how much end you're getting in Recovery and How much you're spending on toggles.How many slots do I have to dedicate to endred? Is 4 on each power enough? No matter what I do Im always drained. I am currently playin a lvl 32 elec/shield who can only fight like one badguy before being completely drained. I have 2 endrec (30 IOs) in each toggle on the shield side already. I think I am just going endrec in the rest of all my powers. If this doesnt help then this game is seriously broken. Not much fun when you cant do anything (nevermind you miss %50 of the time).
Additionally, slotting a lot into toggles isn't always as efficient as putting 1 in each attack. Lets say you're looking at putting an EndRed in a toggle or in an attack. The attack costs 8End, the toggle costs .8/sec and has one in it already, lowering it to .6 (these are all made up numbers). Putting a second EndRed in the toggle would reduce it to .45/sec. Putting that EndRed in the attack would reduce it from 8End to 6. Lets say the attack takes 4 seconds to fire and recharge, thus it has a cost of 2End/sec, reducing that to 6 makes it 1.5 End/sec. So you see where the best choice is? Save .15/sec in the toggle or save .5 by putting it in the attack.
You don't have to physically do the math each time though. Just so long as you get a grasp of where you can get the most bang for the buck.
Last thing to note, you've never mentioned what difficulty setting you're running on. If you were really missing that much (as opposed to just seeming to notice yourself missing) then I would instantly say your setting is too high. Your chance to Hit gets reduced, as does your damage. Thus it takes more attacks to kill something, more time to use them, and more Endurance to get the job done. You need to be careful to make sure your stats are up to the job before you make judgements on how broken the game is. -
With all the back and forth we've had over Account Tiers, Paragon Reward Tiers, and content and items unlocked at the store, it came to me that this idea would be a life saver for people returning to the game, looking to change their status, or trying to figure out how many points they need for the things they want:
Kick up the account info page several notches. Turn it into a live rundown of everything open on your account.
- No more "Perk" that has no specific name, list everything in detail.
- No more math required to determine when your next reward is coming, have a countdown timer.
- Make a configurator tool so you can see what happens if you drop down a tier or buy upward.
- Have a cost calculator so you can budget out how many points to buy over time.
- Get a character list of what's available on each Live server.
I know this is a lot of what was being planned for the Vault. However with all the options in Freedom this kind of tool really should be available. This proposal doesn't fall into the hole the Vault fell in because it doesn't pulled detailed character info off the game servers (which I've heard is what broke the previous plans).
This should almost all be info that's available in the new back end for the Paragon store and the account server. It's just a personal web tool for your own account at a glance so you can get detailed info as needed, without guesswork. -
Tyger is kind of conflating 2 separate problems, custscene bombing and open doors.
Cutscene bombing is an issue for some because there's no way to know how long that person was standing there. As you said, you were honest and did it when there were only a couple left, but there's no way to know that. The gut reaction is someone was slacking, and some people hold onto that grudge. The only time I've cutscene bombed is when I as a team lead was in open competition with the other team lead (my friend). Both teams were aware of it, and participated, and going to help the other team after winning is kind of superfluous.
Open door can lead to the issue of Marauder getting dragged out. This is far more dire if it happens. Someone coming back from the hospital at the wrong time, or a bomber then making a really poor choice about where to go (leaping or flying up can lead Marauder to make odd pathing choices), can get Marauder chasing and running out, which is a failed trial when the hard work is over. It's not happened to me but I've come so close I never want to see it happen again. It only got saved because I as tank dove in and taunted Marauder back into the yard after a stupid blaster not only ran into the mob, but shot at them from outside the doorway then ran. -
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It would also tend to cut down on deliberately failing for the sake of expedience, which while I understand it, I still find annoying. Basically the root of my suggestion is:
On conditional missions, make every option viable in it's own way. Success through stealth or speed, success through straightforward play, or meaningful failure after a fair test. -
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Quote:Good, that's the point I'm getting at. Consequence, when used in this context, is not de facto bad. In fact, some of the best Heroic arcs in literature and gaming have setbacks that are consequences of the Hero's early failure.Actually, turning this over in my head, I think I can see this differently. It's not so much that you've failed and now have to suffer the consequences, as even if you fail, you still get a chance to make things right. Right now, if I accidentally let Lady Grey fall, Gaussian is gravely disappointed and the Dark Watcher is probably sighing to himself, and there ain't a damn thing I can do about it. If you system lets me fail and yet somehow still recover from this with extra effort... That would be a step UP, rather than the step down that I saw it as.
I think when you present it as a consequence for failure, it comes off like punishment, but when you present it as a chance for redemption, it becomes an opportunity.
And, yes, I agree that most of our failable missions usually fail because the game cheats or is bugged. Good luck stopping Agent Crimson from running away with Elude going.
Of course all of this equally applies to villainy as well, I'm just maintaining the context of the original example. In fact, a lot of the applications of this would be reversed scenarios for villains. A Hero has to rush in and stop BossName from setting off his bombs and if he doesn't he has to put out the fire. A villain has to go in and do the fiddly bomb planting and if he fails he has to face off against HeroName. -
Quote:I think you're really going to like the villains in Dr. Graves' arc then.You make a very good point, though. When a villain - in this case a slasher - is so absurd and fantastical that we take him/her/it as more of a force of nature and less as just a very depraved individual, this does tend towards the glamour side of things. Someone already mentioned watching slasher flicks to see the annoying, horrible people that serve as victims killed off and cheering for the killer, and that's not a sentiment I'm hearing for the first time. But think about it - hen you're cheering for the villain, like the villain and want him to succeed... You're buying into the glamour of the presentation, rather than the revulsion of the reality of the story.
Let me put it this way - if a cloven, chainsaw-wielding maniac were trudging through your house looking to saw you in half, you wouldn't cheer him on. No-one wants to die a violent death, after all. But when it's on the screen and it's drawn up in such a way that the horror becomes exciting and even entertaining, that in itself becomes glamorous. It's Happy Tree Friends all over again.. -
Quote:When it comes to purple IOs, the recipes are in purple text. It might be good to find a list and get a handle on the names. There aren't that many of them.Ouro has a level 25 requirement so no one under 25 can do flashbacks, right? Can I still get older mishes as a level 50?
As for Ouroboros, yes the requirement is being lowered. Additionally, if we're talking about helping lower leveled friends, you can always just get in a group with them and do their missions while guiding them to the contacts you'd like to experience. -
Well to be fair Sam, the failures you hate are ones that are A poorly designed or bugged, and B so annoying because there's no chance to atone. You've kind of hit on the other downside to failable missions in this game thus far; the fact that so many times those conditions are bugged.
I tend to think people find those missions annoying not because of the failure, but because the test itself is stacked. No one (even me) likes to feel like the game cheated.
Would you agree or oppose failure consequences, if we accept the premise that the tests involved work correctly and are fair?
And to note, in my head I was going to say that all missions like this would be clearly marked and noted, so that people had the option of getting help, changing settings, or putting it off for when they have more time. I didn't put that in my original post, but it's important. I'm of the opinion that no ingame mechanism should come as a shock to players paying a reasonable amount of attention. -
Quote:I'd just like to note for the record that 1 of those was an Lt and 2 were bosses, and the no drop was a minion. Anecdotal I know, but it supports my point and I'm using it.Four kills
Seriously though, as said, random is random. I've gone some fairly long streaks without getting any at times. -
Here's some general tips that I keep in mind:
1) Take advantage of slots- Slots from higher levels don't go away when you exemp down. So 6 slot those lower level powers so even though your enhancers scale down, you still get good enhancement values.
2) Get your Accolade powers, love your Accolade powers- They work at all levels now. The hit point and End bonuses, and a power like Demonic/Eye of the Magus can be invaluable to easy exemping.
3) Take advantage of the +5 rule- You get powers from 5 levels above whatever level you exemp to. Keep that in mind when planning the build.
4) Make sure you have an attack chain- It doesn't have to be the best chain, but it really does make a difference if you have 3 of your own attacks and don't have to rely on Veteran powers because you only have 1 regular attack.
5) Purple Sets are your friend- Their IO Set bonuses don't follow the normal rules. They stay active at all levels. They're expensive of course, but in an exemping build well worth the investment.
6) Plan your IO Levels- I have a Tanker designed to tank the Abandoned Sewer Trial. When I slotted him for this, I kept a close eye on the level of my IOs, so that I wouldn't lose IO bonuses when exemped down to that level. I assure you, he's not gimped at 50 either. I can do all my normal tanking duties up to and including incarnate trials. However having as many bonuses as you can get at lower levels really helps. -
The new Atlas Park is great. As you progress, enemies appear and disappear, entire neighborhoods come under attack and are saved, it's a lot of fun and feels much more epic heroic, without making things tougher.
So I got to thinking of ways to use this that would enrich the player experience provide options, and make things a little more realistic than they are now.
Right now the game is pretty much in a 'No Harm No Foul' state when it comes to success or failure. Mess up a mission accidentally or on purpose, and the worst that happens is your contact chides you a bit before handing you the next mission. Timed missions for the most part have a completely unfailable limit on them, making it a non issue. I think though a lot of the new tech they've come up with could be applied to make some or all of these unrealistic hiccups a thing of the past.
Here's an example:
Let's say your contact sends you to a building to prevent a bombing. When you enter and begin to fight, they are alerted to your presence, set the bombs to a short timer and try to escape. You have to fight your way past feeling bad guys (ambushes) and disarm the bombs in time. If you succeed, you exit the mission and report to your contact to continue the story. Possibly, there could even be multiple ways to win. Invisible characters might never be detected, and disarm the bombs without triggering the timer. They'd get less xp but be done sooner, or maybe with a slightly different badge name. Reward different playstyles instead of forcing everyone to do the same thing.
If you fail, the bombs go off and you exit the mission into a different phase. Your contact won't talk to you until you help clean up the consequences of your failure. The building is on fire and the PFD is there to put it out. From there, you're in a kind of personal zone event, working to put out the fire (or possibly going back inside to pull out civilians who had been held prisoner by the criminals). It's not a long event, but it is time taken from your normal progress. There's still the potential for experience, but not as much as if you'd been in a true mission. Once it's over things go back to normal and you continue on with the arc.
There's a lot they could do with this kind of thing. In some cases your success or failure could even lead to true Zone events, similar to how Babbage is spawned or an LGTF win leads to a Rikti counter attack. I think that should be limited, so people aren't inconvenienced, but that's a benefit of phasing things. Someone doesn't have to be bothered by a zone wide Troll rampage if they are in a different stage. Or zone events could be more like Neighborhood events. Letting people go on their way if they dont want to get involved.
As a player, I'd like my actions to have consequences. I don't want my failures to be irrevocable and catastrophic, but if failing means I have to devote some extra time to clean up my mess, I'd say that's fair dues. -
I don't have time today to dive into this thread, so this may have already been covered and you have my apologies.
I just wanted to say that in talking about what it feels like to be a villain, I think the devs are listening. I played the new 1-15 post tutorial arcs from Dr Graves, and on the whole they were a huge success (for me). I don't think it's a spoiler to admit there was a bit of Scirocco ex Machina happening, but I think that's alright for the low levels. I won't detail the rest so people can play it fresh.
My point is, I felt pretty good competing with and beating the principals in the arcs. Maybe I'd feel differently if I wasn't on a character whose actions and dialogue didn't mesh as well with what your character does in the arcs, but on the whole I felt like I was consistently either taking matters into my own hands to advance myself, or playing along as part of a larger ploy and not just as a dupe.
In the end, this game is never going to be the kind of sandbox game where you have free reign to build a good or evil empire as thou whilst. But if they can keep adding arcs where the villainous actions aren't just repugnant, or thinly veiled heroism, then I'm great with it. -
While I agree people have alts, and we can't expect them not to play them, and as leaders we need to be aware of that and plan accordingly, there's something else at work.
It's not a failure of leadership when people who bring a new alt act like they've never been on the trial before. Sure different ATs have slightly different jobs, but it's not Rikti Science here, and even when you're focused on doing well you should be able to pay a little attention to how other people do their jobs so when you bring your own version of that AT, you have a handle on what to do.
People need to start acting like their memory is an account-wide unlock. No one should have to ask more twice to get powers handed over, or to get people to stay together in the right places. -
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Quote:Of course they could be lying. Honestly just as Win if they are. But the point remains, that their assessment of the team's chances is actually more realistic than the OP's.Of course, there is absolutely no reason to believe it is true.
I was on that run too and the whole thing went to ****.
See.
The mindset that any particular AT or team composition is necessary is so outmoded when applied to this game as to be laughable. The fact that the OP relies on that mindset to set up one of their unhappy tentpoles of bitchitude moreso. -
Quote:Good question.
In zone events like Rikti invasions and Zombie attacks, the enemies are coded to not have levels, the to hit calculations and damage dealt are figured as if they were even level to whomever is damaging them, or who they are damaging, etc.Quote:Right - although lower level characters will have a tougher time due to their enhancement values not being as good, and having over-all less tools available (poorer attack chain, less able to defend against what the mobs can do)...
Also, I belive most invasion mobs have a hidden level of about 30. It mostly governs what they drop when defeated.
In this game, when a foe is "level-less" That means it's ToHit and Damage values are scaled to whoever it is attacking, and vice versa.
BUT
Every one of these foes has a hidden level, or the level values it's base attributes are taken from. This effects things like damage resistance, defense, hit points, etc, and these values DO NOT scale. It also controls the base damage and number of their attacks.
These hidden levels vary. For example in the case of Rikti in an invasion, they are 30. But Rikti Bombs are 50. In the case of the Praetorian events, I believe the hidden level of foes is set to whatever the cap for the zone the event is in. When it comes to a monster like Eochai (but not Jack in Irons interestingly) for the Halloween event, there are actually 3-4 versions of him drifting around (if you doubt me check for yourself, try and End Drain the one in AP, then do the one in Peregrine. It's fun.)
So what does this mean? Well in one respect, anyone who joins can be effective and participate. In another respect though, they won't always feel like they're doing well. Someone who is just barely leveled enough to hang out in Neutropolis is going to have a lot more trouble with the Failed Experiment event than someone at or near level 20. Or when someone brags about soloing Eochai, you should find out which one. It's not really impressive unless they did the one in Peregrine.
This shouldn't stop anyone from trying them out though, my point is mainly something to keep in mind if things go poorly, so you know why.