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Quote:Blasters aren't the only AT to have to deal with mez however blasters are FAR more affected by mez than any other AT. In my own personal stable of toons comparing hours logged in to time spent mezzed my blasters were affected 2 to 3 times longer than any of my other squishy characters and 10 times longer than any of my mez protected characters. This doesn't even factor in how much of the mez duration was eliminated due to defeat. That is just the amount of time the blaster was alive and mezzed.I wish Blasters would stop acting like they are the only AT that has to deal with mez..Corruptors, Defenders, Masterminds, Controllers depending on power choices all deal with mez...
They are not giving blasters mez protection.. they havent gotten it in EIGHT YEARS.. they aint gonna get it now..
Play smarter.. learn your enemies.. learn who mezzes and how.. Develop techniques to deal with mezzers.. Mez them FIRST.. Stun em.. Hold em.. knock them down.. Take them down before they take you down..
The blaster is the squishy that puts out the most damage, therefore the blaster is also the squishy that is going to draw the most agro, and consequently the most mezzing attacks.
It isn't possible to play smarter if too many of the opponents you face have mezzing powers (and the amount of mez in this game has reached ridiculous levels). You can't kill them fast enough to prevent being mezzed and then, even though you can still use your tier 1 and 2 primary (provided of course that the mobs don't out range you which many of them do especially in the upper levels) and your tier 1 secondary (with the same caveat though these powers aren't close to standardized AND they typically have even less range than 80 feet) and once you are mezzed you kill them even slower.
Not all blaster primary or secondary power sets have a mezzing power and most of the powers blasters do have access to, that provide soft control mitigation, stop working once the blaster is mezzed, double jeopardy here. -
I wonder if we are approaching the blaster being mezzed problem from the wrong angle.
We know that scrappers are near us for damage output and they blow us out of the water for mez protection and survivability.
What if we look at it from a reverse gate angle?
Defense gates in any where from 50% of incoming damage to 5% of incoming damage (no defense to soft cap to all positions).
Resistance gates in anywhere from 100% of all incoming damage to 25% of all incoming damage (0% resistance to 75% resistance [the blaster resistance cap] to all types)
There is no hope of a blaster maxing out all possible types of defense and resistance but lets leave all that aside and ask the question......
How much of our outgoing damage does mez gate out and does the number that remains truly leave us ahead of scrappers in terms of damage output?
My own characters show that my blasters suffer any where from twice to 3 times as much time spent mezzed as any other AT that I play. Leaving aside defeats due to mez and the potential that a large portion of my scrapper mez time may be from stun after using a wakie what can this number tell us?
My most mezzed blaster spent 1.31% of online hours mezzed. My least spent .26% and the average blaster was .5%.
My mez protected melee toons came in at roughly 1/10 the amount of time spent mezzed in comparision
For my most mezzed blaster I spent ~.75 minutes in every logged hour mezzed.
The question then becomes how much of that online time is in actual combat? If I average 1 minute of travel for 5 minutes of mission time (I think that may be close to actual). That would mean that the above blaster spent 2.5% of my in combat time mezzed and unable to act.
Except I usually play about 60 minutes in a sitting (unless doing task forces) and I spend the last 5 minutes cleaning up and selling/buying items so we can easily drop that 40 combat minutes per hour to 35 combat minutes per hour.
There are other things to consider. How much time did I spend respecing? Modifying costumes? Zoning? Resting? Sizing up the battlefield before attacking? Returning from the hospital? Buying more break frees when I ran out?
If all those things added together get my in combat time down to a 15 combat minutes of every 60 minutes logged on (a number I think that I could believe) the difference between blaster damage output vs scrapper damage output due to being mezzed becomes staggering.
If that is a fair estimate that means that the blaster spent ~12% of in combat time mezzed compared to the scrapper's 1ish%.
To make matters worse though I am reasonably certain that the scrapper spent more than 15 minutes of 60 in combat. The scrapper was defeated less often which meant fewer return trips from the hospital. The scrapper rarely has to stop to buy more inspirations between missions. The scrapper need not size up the battle field before running in. The scrapper spends less time resting to regain health and the scrapper regenerates faster due to having a higher hit point total. The scrapper also benefits more from layered defenses and resistances since they have a higher base to start with.
Does any one care to calculate a comparison? What are the chances that our true damage output per combat unit time, compared to scrappers, puts us around corruptor or even defender numbers? How much of a damage boost would blasters need to get to parity in that case? Is that a reasonable number in terms of game mechanics?
Anyone care to speculate? -
Quote:I wonder how much of THAT influence is on accounts that are no longer active and may not be counted in the totals.Truth is truth. I remember seeing said someones toons topping the kiosks for weeks and months on end with 300k-500k kills a week to millions of kills per month, lol. And that was on multiple toons on the same account, not just a main farmer. Just let that sink in, the scale is wtf mind boggling, lol. Of course that was back when the kiosks still displayed data, and we could generally track each other and know what other players were up to based on the numbers.
This during a time when the most hardcore of mission re-setters (standard clear farms) would generally max out at 10-18k'ish kills a day depending on efficiency, doing about 10 or more full complete hours of grinding (not including downtime between resets). -
Quote:Still happens. In DA I frequently get mezzed and defiance is useless because they are firing at me from outside the range of my tier 1 and 2 primary and far outside the range of my tier 1 secondary power. If I've had a bad run with the RNG and I'm out of break frees I'm pretty much hosed.Back in the day my energy/dev blaster was 6 slotted with dam/range HOs. I forget all the enemies that could do it, but there were a fair number of them in the higher levels that could out-range me. Fake Nemesis' for one could actually return fire from outside draw distance.
Also the answer to the OP is that Castle wanted to make sure that, "the blaster was always in jeopardy." (his words). So mobs out range you especially in the upper levels. -
A_F, this type of post is exactly what I am talking about. You've once again made sweeping generalizations, left out intermediate information, and have leapt to unsupported conclusions.
Quote:We don't first call them entitled. We first try to get them to explain what the problem is and for those that are willing to listen we give them lots of help. There are guides at the top of the forum, we give advice, answer questions, and are generally helpful.But if you like here are the secrets of not being a jerk on the market forum.
1. If someone is upset about dealing with the market first call them entitled
Those that really want to learn how to make influence on the market leave happy and frequently come back and tell us how they used those tips to go on and earn all the rewards they wanted to complete the build for their character, some even come back after that with photos of entering the billion influence club.
Those that come here looking for a fight and refuse to listen to reason, naturally put us on the defensive, there is only so much venomous bile that most people can stomach before they respond in kind.
Those that don't want to put forth the (quite minimal) effort required to earn rewards are the very definition of entitled and it is an apt title to give them.
Quote:2. If someone is complainins about manipulation assert that it never happens then go to 1
We've done experiments along this line. Except in the cases of items that have too little availability, manipulation is difficult, if not impossible to sustain. Merging the markets increased global availability and further reduced the ability to manipulate. There is no doubt that manipulation occurs but it is not sustained nor is it a global phenomenon that occurs in every facet of the market. It is an infrequent occurrence that might affect one or 2 items for a short period of time.
Blaming the people that frequent this forum for manipulation is rather like blaming us for slavery. None of us were alive when it occurred. What exactly did you want us to do about it? Apologize from something we had no hand in? Accept guilt for an action we did not take? You frequent this forum. Should we blame you for the results of manipulation?
Quote:3. Never take the position there are problems with the market
Rarely in life is there something that has absolutely no problems. The few problems with the markets are minor and tools exist that let players work around them. A bit of education is usually all it takes to overcome them.
I suppose we could cut the whiners meat for them and spoon feed them while we are at it but I wouldn't want to enable someone's entitlement mentality.
I'm not the kind of person that gives a man a fish. I'm the kind of person that teaches a man how to fish so he can feed himself.
Quote:4. The majority is always right no matter how wrong it is
Leaving out data that does not fit your theory is not right. Assuming that an outlier is the norm is not right. Jumping to conclusions on little to no data is not right. Conspiracy theories are rarely correct. It doesn't matter if the majority or the minority believes something. Facts are what make something right.
Quote:5. Bonus points if you advocate schemes for making inf that are both time consuming and low profit.
40ish IOs a day at an average profit of 55,000 per IO is all it takes to have hit 4 billion profit in the 5 years since I9, except I didn't craft commons every day and each IO brought in more than 55,000 profit.
What you call a scheme I call a service to those too lazy to memorize recipes for themselves. or those that think it takes too much time to craft, or those that don't want to be bothered traveling to a crafting table. On the days I craft common IOs it takes about 5 minutes total and now that I have /auctionhouse I can use all the time that is wasted while a team is forming or teammates are gathering, marketeering and no one the wiser for it.
I still craft and sell high ticket items. I just have one crafter dedicated to creating mid level common IOs. Any time I am consuming is time that I am logged off or time that I am playing the game. Best of both worlds for me. I look at that 4 extra billion, that you are sneering at, as gravy. -
Quote:I'm not sure there is a middle tier and if there is it is probably Fire. The top tier performers have powers that allow you to either layer controls each spawn or allow you to defeat a spawn before your AoE controls expire. The bottom tier lack this.I'm not speaking of tiers of performance within a single set, but about performance across all sets. Domination does play a roll in that for dominators, but the same thing happens with controllers. For both ATs Plant is considered top tier, usually with the Earth and Mind for doms or Fire and Illusion for controllers. Everything else is placed "at the bottom or near it". There seems to be no recognition that there is a middle tier.
Since primary powers that do not benefit from domination are essentially transparent in this respect it separates the primaries pretty distinctly into top tier and bottom tier performers with virtually no middle ground.
Quote:Despite being designed for dominators, Plant seems to serve as the gold standard for controllers as well which is problematic. There are things in Plant that are of questionable design whether it was designed for controllers or dominators. For example, why does Seeds boast better accuracy and duration than similar every spawn controls? Why was Roots given nearly double damage compared to other AoE immobilizes? To compensate for the lack of containment perhaps? If so, why wasn't it reduced in the controller port? -
Quote:To be entirely honest dominators are designed in a 2 tiered fashion when domination is up and when it is down. That's why so many people recommend perma-dom there is a magnitude of performance difference.I agree. Darkness control is a solid set. However, I feel it's much better on a controller than a dom due to higher debuff numbers. The immobilizes also deal extra damage, though not as high as Fire or Plant's immobilizes, which benefits trollers more as well.
I think there is a distressing tendency for many to view control sets with only two tiers. It seems far too often if a set isn't performing at the level of Plant people want to relegate it to the garbage heap.
Quote:Well Plant is broken because of Seeds. It gets the top tier Mind power at level 8, a power meant to round out a set that doesn't get pets. This is a set that also gets its top pets. If they made a set that got Imps at level 8 and still got a full cadre of powers on top of that everyone would play that too. -
Quote:Well I suppose I should add a caveat. A power that is not able to be applied to all 7 other teammates within a reasonable time frame should not be available for the buffer to use on themselves. That said, things like Bubbles, Sonic Shields, and Speed Boost, as examples, should be applicable to the defender while things like Adrenaline Boost and Fortitude should not.Agree 100%
I know alot of these threads de-volve into arguments about creating Tank-Mages, but I have played Tankers quite a bit, and considering what my Tanks are able to accomplish with more HPs, more defense, status protection, and higher damage, renders moot the whole Idea that Defenders should not be allowed to defender themselves. -
Quote:One of the real problems with that is primarily buffing defenders have powers that do not benefit themselves at all, just teammates. While debuffing defenders can use ALL of their powers to benefit both themselves and their teams, a disparity that the devs don't seem willing to remedy.If anyone has ever tried soloing Bosses on defenders (most primaries), then you would know that making a defender more "tank-like" is not much of a risk of A) even occuring or B) drawing more players to the AT because suddenly they are too powerfull.
The real differences between defenders has little to do with the "inherent" (which was recently improved) and more to do with "parity". That is, some powersets are better at supporting teams, while some are less effective. By the same token, some are better at soloing, and yet others are not so good (or even bad) at solo-ing.
If the developers really, truely, wanted to balance defenders, this is where I would like them to start. Make the primary sets that are not as good at team support better at it ! And then, for those primaries that are not so great at solo-ing, make them better at it. In the end, the goal would be to lift the "under-performers" in each catergory into the middle of the pack. There would still be sets "better" at team support, and sets "better" at solo-ing. But we should do away with the fact that some sets are not just "worse" at solo-ing or team support, they are "worlds-apart" from their brethen in the same categories.
I see no reason that buffing powers should not apply to the buffing defender as well. It makes no sense to me that a defender can't defend themselves. If we were talking real world here I would call them inept.
I don't buy the argument that it shouldn't apply to the defender because its too powerful. If it really is too powerful for the defender to have then most likely it's also too powerful for the team to have as well. -
Quote:I see the "painting the tape" part happening all the time. I think that some of it may simply be that people aren't even looking at the other 4 filled bids in the history and are just looking at the top bid knowing that is the last transaction that completed.It depends on your point of view. *Ultimate* control over price falls to the bidders. If they don't bid, sellers can't sell period. However, if you presume that bidders have a higher need to buy than sellers have to sell, a buyer can be compelled to buy at the lowest price that executes in a reasonable amount of time. A market manipulator can increase that lowest possible price in a number of ways.
The most obvious is by strategies that involve exploiting the fact that most people don't know what things are intrinsically worth in global terms. What the "correct" price for something is, is itself a complex question involving market history, supply and demand, data the average player doesn't possess. What they do have is the transaction history. So if someone buys up all the supply of something that exists and then relists it for a higher price, buyers have no choice but to pay that price or wait indefinitely. And buy "painting the tape" with transactions at high prices, you can eliminate the history of the item ever being offered at a lower price. The combination of the player no longer knowing what the item used to be sold as, and their desier to acquire the item relatively quickly, can compel them to buy the item at a much higher price than they would have before the market manipulator arrived.
Whether you call this "making" people pay your price or not is a matter of perspective.
I have frequently gone looking for a bit of common salvage and see this kind of history:
10,000
10,000
9,750
11,111
10,000
and this kind of availibility:
2671 for sale
5 bidding
I put in my bid and it insta fills and the history looks like this:
300
10,000
10,000
9,750
11,111
3 or 4 seconds later the history looks like this:
10,000
300
10,000
10,000
9,750
The only conclusion I can draw is that people either don't know what common salvage prices usually are or that they earn influence so fast in such high amounts that they don't really care what they are. -
Quote:That to me is kinda like saying that a 900lb person that has lost 100lbs is improved. He still has a terrific obesity problem and the real difference is negligible.I wouldn't disagree that DS is a poor power. However, I think it's better than it was before even though the situations where it can be used productively are very limited. Personally, I thought it needed a taunt effect ala Omega Maneuver.
Want to make dimension shift a power that works the way it should and won't grief your team? Give it a 30' PBAoE radius. The power only affects you and your teammates, it has a recharge of 1200 seconds and can be slotted for intangibility, recharge, and endurance reduction. When cast it lasts for 60 seconds and essentially gives the team the same ability that Carnie Illusionists have. The ability to fully attack but be unaffected by all in coming damage a portion of the time. 3.5 seconds of every 10 unenhanced and 7 seconds of every 10 at the ED cap for intangibility. (That would equate to 70% damage resistance for 60 seconds)
Quote:Overall, I'd say the Gravity changes were okay though they certainly favored controllers. Impact was a kludge for a problem that didn't really exist particularly for dominators. The changes to Wormhole, however, were very nice (increased radius, no longer notifies enemies). Both the increased radius and aggro-free nature have made it much easier to utilize. There's less need to wait for a teammate to engage first which means a dom can move ahead and position mobs before others attack and the increased radius means fewer mobs will be left behind. The changes to Singularity were also welcome, but brought along with it some changes in behavior (more inclined to move into melee) that I don't recall being corrected.
If I mismanaged my time at work in that way I'd be looking for another job. -
Quote:This.... Also of note. I am approaching 4 billion in profit for sales of level 30-40 COMMON IOs since I9. That's just having one of my crafters buy salvage, create common IOs I have memorized with my portable crafting table, and listing them at salvage cost + my crafting cost + market fees + 10% for my own profit. A matter of a couple of minutes of my time a couple times a day. This is still less than what it would have cost someone who doesn't have any common recipes memorized to have gone to a University with the proper salvage and created it for themselves.MeanNVicious: I've made two hundred billion provable inf* using nothing more than people's desire for convenience and/or unwillingness to plan a few days ahead and/or buy five pieces of salvage and find a crafting station. Have your grandiose mind-control schemes really gotten you that much more?
I mean, really, when you list something for 30 million, it doesn't instasell, and it sells for 45 million overnight... people are pretty much working to give you their inf. It's hard to take too much credit for evil genius in a situation like that.
Speaking of which: Thanks to the person who slipped a zero and bought a 30 million inf item for 120 million!
* I have the prestige scores to prove it.
They rarely sell for my asking price, I usually get quite a bit more.
@MeanNVicious
Even a stopped clock is right twice a day but it is demonstrably wrong all the rest of the time.
A_F may have the occasional fact correct but he leaves out intermediate information, speculates without any basis for those speculations, leaves out data that does not support his position, infers that known outliers are actually common place and can be taken as the norm, and states his own personal theories as fact which coincidentally runs counter to information that many of us here in the market forum have tested empirically and/or scientifically.
A large majority of his spurious claims are counter to repeatedly observed market behavior and his thoughts on market place psychology also run quite counter to observable market trends.
As such his creditability here is quite low and he is no longer taken seriously by many of the regular posters in the market forums. Several regular posters have him on ignore simply to resist the temptation of responding to him. Others of us still read his postings for amusement value on the same level as watching Darwin Award videos on youtube.
I myself find him to be rather like these people:
The Flat Earth Society
Using satellite communication and the world wide web, which relies on the planet being spherical to function properly, to spread their misinformation -
Quote:Highlighted for emphasis. It simply went from a power that screwed up your team 100% of the time to a power that screws up your team slightly less than 100% of the time.As opposed to prior DS where it cut off all your options? Even all options for all your teammates. At least now people can choose to engage in spite of DS rather than having to wait it out.
My definition of a bad power is one where the team has to "do X in spite of power Y." Dimension shift is that power. -
Quote:Psuedo pets now share your phase state.What problems has the DS change caused? From my testing it seemed to be acting pretty consistently... more so than the old DS. I'm curious to know what problems have cropped up.
This is a pretty big bite for blasters especially if you used phase shift and depended on your psuedo pets while phased. Ice/ blasters that herded things cast Ice Storm, blizzard, used a Cab and then phased to wait out the recovery crash are now screwed.
Devices users that would stand in their mine pile, pull and then phase are likewise screwed.
If you are playing a PB and you use Photon Seekers and Quantum Flight you experience the same hit.
If you are playing with a grav toon that likes to use DS and you are a ranged focused squishy you either go into melee where you are toast or stay at range to utilize your build and contribute nothing. -
1. Gravity still sucks and the changes to it have caused some global problems with phasing in general. The set still needs serious help. When poorly used Dimension Shift and Wormhole can seriously grief your team. The propel changes are for controllers and mostly pointless for doms. Singy is still good and again still better for controllers.
2. Not worth the wait. I personally dislike that the AoE immob is a cone power. It makes it even harder to mesh with dom secondaries. It's a better set for controllers than doms and though not on the bottom it is near it.
3. Not worth the wait, not unique enough, and its damage is a bit low. It would be better if they had broken the "dom mold" and excluded the snipe and changed the cone power to a TAoE so that it would be easier to use when combined with a primary that has a damage toggle or other Aura type power.
4. Meh. No. No.
5. Dominator population spiked during the Dom revamp but has settled back down again. It's still higher than it was before but not as high as it should be.
6. Standard Dom is problematic. Perma Doms are excellent.
7. Never really cared for illusion on controllers but I can't see it being better as a Dom primary. The tier 1 power is essentially useless except as perhaps a mob finisher. Most of the rest of the set won't benefit from domination which makes it pretty pointless. I could do without this being proliferated.
8. All the primaries could use some work but particularly Grav, Ice, and Fire (and in that order too). We give up mez duration because of domination but get nothing back on primary powers that are not affected by domination. Additionally all the secondary power sets should be adjusted. One of the reasons dominators are not as popular as they should be is that it is difficult to get the most out of the AoE that is available because the PBAoE does not mesh well with the Cone power. The devs could solve this by giving the option of selecting a similar TAoE power instead of the cone.
9. Martial arts/Shuriken, Gravitic assault could be cool if it was done properly, Kinetic assault could be unusual, and a Broadsword/Archery set would be fun if the animations were sped up to account for double redraw or if redraw could be removed from that combination. -
Slot your single target hold for damage.
Take your single target immobilize and slot it for damage.
Take a pool attack and slot it for damage.
Those 3 things will mostly fix your boss problems. -
It's lackluster.
The set is designed around swap ammo and gives up far to much in exchange.
It's much better as a defender secondary (if you can stand the gunfu animations) than it is a blaster primary. -
Sounds a lot like my Fire/FF controller.
When I was talking about it here once someone said, "So you just 'stand stuff to death'?" -
Dark/Rad would solve most of your issues and you can color your rad powers to fit your theme.
Edit - add in the concealment pool for Stealth and Phase shift and you "flesh out" you ghost theme. -
Quote:Um, actually if it narrows it down to Rad and Sonic then 8 Rad/Sonics Defenders would be best, correct?First: The dev's seriously need to address buff/debuff stacking.
Ok, got that outta my system.
A homogenous mix is always going to be optimized if you have buffs and debuffs. Resist and regen debuffs are the most potent, IMO. (Benumb is a powerful counterargument, though.)
So that narrows it down to rad and sonic, in my books.
A mix of fire/rads and fire/sonics would be close to the max possible. For flavor, toss in a rad/fire or sonic/fire.
More variety would be any combo of sonic/rad/fire/cold. A superteam with any mix of those on every toon would be FEARSOME. -
Quote:As has been pointed out to you multiple times before, you don't need "loot" at all to play this game. All the freebie accounts are doing without just fine and judging from the Justice server where I spend most of my time there are a plethora of new freebies playing. Loot is entirely transparent to them and judging from the enjoyment I am seeing from them, not missed in the least, quite a bit like it was for me back in I8.Well there is a bit of merging of ideas in there. Separating them out we have wealth in the game vs perceived wealthy and poor characters in the comics.
I know many people that started playing the game because unlike other MMOs it didn't have "LEWT" the way other MMOs did. This was a selling point for them. Whether it should or should not be in the game isn't important, its here, and for the people that didn't want it, its not a plus.
Quote:As to the comic book characters of immense wealth, their wealth unlike wealth in the game is really unrelated to how powerful their characters are. Spiderman the poor reporter is every bit as effective as Iron Man the multibillionaire, Superman the poor reporter, easily outclasses, Bruce Wayne the billionaire. The wealth or poverty of comic book characters is usually little more than window dressing.
Ironman would be absolutely nothing without his high tech toys.
Much of this is easily replicable with IO set bonuses.
Quote:Well judging by their actions neither do the devs. At least that is what I take away from them taking so many steps to let people bypass the market. A market that was the most complained about feature of the game for a very substantial period.
Quote:Regarding the lewt system being time based that is its own can of worms. I would love to know what drugs were involved in designing the metrics. As things stand the system herds people into a narrow band of activities that are likely to burn them out on the game.
Quote:None of my post was commentary on how difficult or easy it was to use the market or is to use. It is a statement about what people want from their entertainment and how they approach the game.
Quote:Anyone who actively markets has to be aware of the fact they are taking advantage of people that don't want to deal with the market. The immense amount of salvage on the market listed for 1 inf, the recipes listed for next to nothing aren't being put their by people looking to work the market, or maximize their profits. That is the behavior of people that don't want to deal with the market.
Also there are lots of reasons people list things for 1 inf. I do it with common salvage. I can use /auctionhouse between missions and list all of the common salvage I have for 1 inf. I don't have to take it to a store, I don't have to simply delete something that someone else might want to make room in my salvage bag, I usually (but not always) make more than I would selling it to a vendor, and it usually is all sold by the time I finish my next mission. -
You are far above the soft cap on Smashing/Lethal defense and do not have enough energy defense.
Blasters can't really go for pure positional defense (unless you are making a ranged focus hover build, something that Rad/Fire is not cut out to do) so you should pick 2 or 3 positions and try to cap them instead. Smash/Lethal/Energy are the easiest 3 for blasters because of Scorpion Shield.
A large majority of melee ranged attacks also have a smashing or a lethal component that is checked for. You should be trying to get your S/L defense to 45% and your energy defense to 45% as well. If you can't quite get energy up to 45% then at least try to get it to 32.5% where a small purple inspiration will bring you to the soft cap for energy and will put you over the cap on S/L (giving you a pad against defense debuffs). With all the AoE a Rad/Fire puts out it should not be a problem, at all, to get, or combine, another small purple in the time the one you popped lasts. -
Another thought to offer....
You can get additional defense from IO sets. It is very difficult to get additional resistance that way.
My rule of thumb for survivability is to start with a set that has high resistances and layer IO defenses over that.
My wife's Dark/Dark Brute is a monster with defenses layered over resistances and a self heal thrown in for show. -
Quote:There are several comic book characters that are exceedingly wealthy (Bruce Wayne, Reed Richards [in a good year], Tony Stark, etc.) There is absolutely no reason wealth shouldn't be in the game and the market mini-game is an excellent tool to use for characters that have the "rich playboy" concept.I really doubt that a great percentage of people all of a sudden read the market boards and said "Why yes I am going to play a superhero game so I can be a bookkeeper", let me roll up Bob from Accounting right now.
The entitlement sword is one that cuts at least three ways. People who can work the market feel entitled to enhancement because they can work the market, people who play the game, in the simple manner of running missions with their friends feel entitled because they do that, people who farm and generate the resources everyone else uses feel entitled for doing that. Everyone feels entitled. Back when everyone was complaining the market was the only game in town, unfortunately the devs were looking at the people screaming loudly against a better more efficient market and went "OKEY DOKEY" we won't change the market but you aren't getting your grubby hands on new stuff. Now we have all this bind on acquire crud.
The inclusion of tickets, and merits are undoubtedly what has had the greatest impact on quelling the dislike of the market. These days it is relatively doable to outfit a character completely bypassing the market
We've been told that the CoH loot system is time based. That's why story arcs and TFs have different numbers of merits awarded on their completion. I have absolutely no qualms with the players that spend their time earning their loot from the market instead of from running missions. If that floats their boat who am I to tell them they are doing it wrong and what's the chances they will listen anyway?
I have completely outfitted a toon without using the market. It took me almost 4 times as long to do it that way.
The CoH market is extremely easy to use. You can get good at it WAY faster than you can learn how to play a blaster well. The people that want IOs without expending any effort have an entitlement mentality I have no responsibility to them what so ever.
Do what ever work that comes natural to you to earn your rewards or do without. That's what it boils down to. -
8 Trick Arrow anythings are just stupid good. Flash Arrow is unresistable, stacked -res, 8 OSAs.....
Even with SOs you have near perfect safety.