Mordakar

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  1. Quote:
    The second possibility is that the purchaser has more interest in the IP itself. They might be interested in building support for the game and trying to grow it with the release of a City of Heroes 2. Again this is likely to require keeping the old team together at least to some degree, since the value of the IP lies in the goodwill of the fanbase towards the game. Goodwill that could be severely harmed by completely changing the development team.
    Since we're all just spitballing anyway - I have no idea what all the legalese is behind the acquisition of a title like CoH, but this probably isn't outside the realm of possibility. After all, SOE now has their shiny new Forgelight engine, which is what Planetside 2 is currently showcasing. I believe they're also developing the next Everquest to run on it. The question is, are they willing to incur the cost of development of yet another title?

    Still, as others have said in this thread, they do stand behind their games, regardless of whether they're blowing up sales figures. Ideally, if SOE were to pick up the title, they'd do well enough just to grab as much of the Paragon team as they could and let them do what they do.
  2. This is an outrage!

    Diet Dr. Pepper does NOT taste more like regular Dr. Pepper!
  3. Paragon is producing a product. When a player decides said product is worth paying for, money changes hands. Assuming we're not interested in picking nits about attached legalities, responsibility to one another largely ends there.

    Morality doesn't begin to factor in. One may love the game, but the studio doesn't love them back for it.
  4. Quote:
    Only thing I'm constantly waiting to go on sale is the extra enhancement slot storage increases. I thought I would have bought them as soon as Freedom launched but...yikes...not at those prices.
    This. For the love of all that is holy (and/or unholy) this. I get that NC wants to make money, but they don't seem to grasp the concept that "you don't try to get someone to give you a million dollars, but you try to get a million people to give you a buck."

    Or maybe I'm just really cheap, which is entirely possible. If storage (enhancements, salvage, and recipe space), renames and transfers came down to half their current prices as a standard I'd drop a fair amount in the store to get them. I'd also like the see the rocket board dropped a bit, but that's not a huge issue.

    I'm fine with the powerset prices, but the only one I bought was Street Justice, and while it's a good set, it's just not a character I'm in love with, so I understand the hesitation in buying more powersets. I'm in the same boat. I'm also more or less okay with the pricing on costume bits, but since they're pretty niche, I've only picked up a couple.

    But by the gods bring storage increases down in price.
  5. Quote:
    And I think that's also why they are saddled with the funkiest powers in terms of usage and tradeoffs. Because they are the most dangerous archetype to balance, if my theory above is correct, and that means in all seriousness they have to be constantly put down by The Man, lest it achieve its full potential and go tank-magey on everyone.
    Which begs the question - is the "tank-mage" as it's traditionally defined, a misnomer in the CoH paradigm? Certainly you can't have a class that has the best of all possible worlds, but is it a matter that Blaster's are hamstrung more by the concept of tank-magedom, or is there a legitimate design issue inherent to Blaster's that they are relegated to piecemeal and uninspired secondaries, because it would simply make them the only legitimate playstyle in the game?

    In lieu of VEAT's, I'm inclined to believe that the overarching fear is the mental construct, rather than any given potential reality. In any case, I'd be interested to hear your thoughts on the matter.
  6. Fire outclasses pretty much every other blast set, and yet, while popular, it isn't the only set anyone chooses. Similarly, Super Strength outclasses many other melee primaries, but it isn't the only set worth choosing.

    I don't know much about Dark Assault, but Dark will remain extremely potent, whether you're playing a Defender, Corruptor or otherwise. Will it be obsolete? Not by any stretch of the imagination. Concept counts for a lot more than people tend to acknowledge in a game like this, so unless there's some massively imbalanced numbers advantage to being a Dark/Dark Dom over a Dark/Dark Corruptor or Defender I doubt you'll see them go extinct.

    Really though, why does it really matter? I'd say continue having fun with that character. We've easily got a month or two before Dark Dominator's become a reality anyway, and if you should later decide you care more about the Dominator, you can switch, and you'll still have both. It's not wasted time if you enjoyed your time with the toon, in my opinion.
  7. Quote:
    Originally Posted by Tenjoy View Post
    No other playstyle has such a large imbalance between the number of available primary and secondary powersets.

    10joy
    This is not true. Blaster's have at least the same discrepancy between available primary and secondary powersets. While Melee has seen Electric Armor, Energy Aura, Willpower, Shield Defense and to a lesser extent, Ninjitsu, Blaster's have received two secondaries since the game's inception, in Mental and Darkness Manipulation. Furthermore, despite the relative lack of new melee secondaries compared to primaries, all of them function well, as compared to Blaster's who seemingly get secondary powers purely at random.
  8. Quote:
    This made me laugh. In the beginning I decided never to purple a build suggestion. Purples cost a lot of inf and do mean a lot of invested time. For a similar reason I wouldn't ++ anything because it can mean buying from the market when really it don't necessarily matter all that much.
    On the other hand, enhancement boosters are a repeatable purchase with reward points, should you be at that tier.
  9. So my experience with ITrials is extremely limited. I've done BAF about half a dozen times, and in my experience, it's largely a roving mob. I've done one Lambda, which was successful, but I wasn't sure exactly what it is we were doing at the time, and nobody really felt the need to explain it. I figured it out mostly by watching what other people were doing. Then, about a week later, someone is recruiting for Underground. I figure what the hell, since I've got a level shift under my belt now and go for it. The trial was going fine until we get to the infested War Walker. Halfway through the fight it's becoming obvious we're not going to kill him and tempers flare. The net result is that half the league is foaming at the mouth with rage, and we all wasted an hour and a half of our time.

    Since then, I've been running tip missions and leveling alts.

    I'm not sure what it is about MMO development, but there must be a tenet somewhere stating "thou must create infinitesimally large scale raids at maximum level, and lure player's there with trinkets and baubles" because it's pretty common place. Not that that's all bad, and some people actually enjoy that environment, which is fine. Further, my own experiences are anecdotal, but they were unpleasant enough that I have very little desire to see all this high level content the dev's have been cranking out. Even still, it isn't so much the Trials themselves, but a mindset that has been introduced that got me to flex my middle finger at "that other game" and brought me back here.

    City of Heroes is a different beast from the conventional MMO. It's tried really hard throughout the years to introduce a new paradigm, where the Holy Trinity is meaningless, you can play with whoever you want to play with, regardless of their level, and your sole motivation isn't some indefinite carrot on a stick you're meant to chase ad nauseum. It is for this reason that the ITrials confuse me, as it's a pretty conventional mechanism being added to an MMO that's tried to be unconventional. People enjoy large scale raiding. I'm perfectly content with that. In fact, I rather enjoyed Hamidon raids when they were about the only thing to do, and I still think the Rikti mothership raid is a blast. These events, however, are much less about the rewards (minus perhaps Hammi-O's) and more about the event itself, which is in stark contrast to trials.

    I've seen a lot of people state "well the rewards would have to be pathetic to keep Trials alive", which is a valid statement, and something Paragon should be leery about. To pull an example out of a hat, if I were to get say 10 Empyrean Merits and a very rare in 10 hours of trials, or 5 Empyrean merits in ten hours solo, you're damn right I'll never step foot in another trial, and not because they are or are not fun, but because:

    1.)I don't have to deal with 23 other people, with either they or myself screwing it all up, and;
    2.) there's a mentality that latches itself onto large scale "epic" content for rewards. It's less about the game and more about the reward, and it's why I'll probably never look into the 800 lb gorilla again. It's a rat race that, in my meager experience, fosters hostility.

    I'm getting long-winded here, but again, I'm content with trials existing, and I'm even content with a solo/small group path being the slower method. I don't have to become a 50+3 incarnate overnight, or even over a month. Just give me a reasonable alternative, so I don't have to contend with the mob.
  10. Actually, most people here are aware of the effects of ED, and there are no "false readings", since both the pre-ED and post-ED values are shown when you hover over a power. Deus_Otiosus is right - there are times when, even bumped up against the ED ceiling, it's worth it to the specific player or build to squeeze out a few more percentage points.

    That said, enhancement booster's are pretty valuable for this specific purpose. For example, bumping level 50 recharge IO's to +5 will spare you an extra slot in a power like Hasten while giving you about the same performance as three +3 SO's.
  11. Quote:
    Originally Posted by DarkCurrent View Post
    If you want any grav changes, you'll have to hope for it to be ported to scrappers or blasters. That seems to be the key to getting sets buffed.
    Based on what? Melee sets I'll agree with. Melee is getting a disproportionate amount of attention lately with EA changes, SJ, TW, Staff Fighting, Stalker changes, and recently Synapse came out to say "we're (the Dev's) going to have a talk about Tanker's".

    Blaster's? I don't know, since I've only been back after a prolonged absence for a couple of months, but Blaster's appear to be largely unchanged since last I left. The secondaries are a cluster, and they still live or die (typically die) almost purely by the amount of mez thrown their way. What happened to Blaster's (outside of maybe Defiance 2.0) that puts them on a pedestal even remotely near melee? (I'm honestly asking because I really don't know.)

    In any case, I digress. My Grav/Kin currently sits shelved, and even with the changes to Lift and Propel, probably still won't find himself resurrected. Wormhole needs to stun when it hits, or suppress agro until after it teleports. And to hell with Dimension Shift, Black Hole, and any other steamer like them. My jaw almost hit the floor when I read Arbiter Hawks statement that "Oh it's awesome in PvP". PvP? You're serious? CoX is still around and kicking despite PvP, not because of it.
  12. Propel changes and fixing Lift's damage mod make me happy. Missing the rest of the problems with the set makes me sad. And now at least we know WHY these terrible, terrible phase shifting powers are still in the game. "Intangibility rock socks in PvP. Intangibility stay."

    I'm glad the Dev's are looking at Grav, but this is still only a start for Controller's, and almost nothing for Dominator's.
  13. Thugs/Traps or Bots/Time. If I HAD to choose one...well, that's just insanity. I refuse to answer that question.
  14. 1.) You know, I think I read this, but completely forgot about it. Thanks for the reminder. Hopefully this is corrected sooner rather than later.

    2.) Thanks for the confirmation. It helps greatly.

    3.) Then I'll keep Leadership. I knew Defender's got better boosts than most other AT's, but didn't know if it was erroneous with something like Farsight. As to TP/Hover, that's a phenomenal idea, and one I'm going to steal from you. Leaping has become my go to travel pool, so I've gotten used to defaulting to that. Teleport and Hover, however, makes too much sense in this toon. Thank you.

    As to Hover, Mids won't let me place the Freebird stealth in it. It's telling me I can only have one such Stealth IO in the build. Is that actually the case or is Mids picking nits?

    Anyway, here's an updated version. I'm still a little iffy on if I want both Temp Invuln and Force of Nature, however. And if anyone has any thoughts on Alpha slots for Incarnate levels, I'm all ears. I could see a couple of different ways to go on that.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Time Manipulation
    Secondary Power Set: Radiation Blast
    Power Pool: Teleportation
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
    Level 1: Neutrino Bolt -- HO:Nucle(A), Dev'n-Hold%(48), ShldBrk-%Dam(50), LdyGrey-%Dam(50), Achilles-ResDeb%(50)
    Level 2: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(9)
    Level 4: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Achilles-ResDeb%(34)
    Level 6: Teleport -- Zephyr-ResKB(A)
    Level 8: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(13)
    Level 10: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Achilles-ResDeb%(37)
    Level 12: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(15)
    Level 14: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(19)
    Level 16: Hover -- LkGmblr-Rchg+(A), Empty(48)
    Level 18: Farsight -- LkGmblr-Rchg+(A), S'dpty-Def/Rchg(19), GftotA-Def/Rchg(21), RedFtn-Def/Rchg(21)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 22: Time Crawl -- Acc-I(A)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(25), LkGmblr-Rchg+(27)
    Level 26: Slowed Response -- UndDef-DefDeb/Rchg(A), UndDef-Rchg/EndRdx(27), ShldBrk-Acc/Rchg(29), ShldBrk-Acc/EndRdx/Rchg(29)
    Level 28: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40), Achilles-ResDeb%(40)
    Level 30: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46)
    Level 32: Chrono Shift -- H'zdH-Heal/Rchg(A), Mrcl-Heal/Rchg(33), Dct'dW-Heal/Rchg(33), Efficacy-EndMod/Rchg(33)
    Level 35: Power Build Up -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45)
    Level 41: Proton Volley -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(42), Mantic-Acc/ActRdx/Rng(42), Mantic-Dmg/ActRdx/Rchg(42), Mantic-Dmg/EndRdx/Rchg(43)
    Level 44: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(45)
    Level 47: Force of Nature -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(31)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  15. Okay folks, I've got this guy to 21 so far, and he's pretty fun, so I'm going to look into an IO build. That's where I'd like some opinions on the direction I'm taking here from those more knowledgeable in these two sets than myself. The name of the game (obviously) is recharge, and I've been trying to get Hasten perma sans Chrono Shift, but I'm not quite there yet.

    Two questions to file under "things I should probably know and am slightly embarrassed I don't, but need to ask":

    1.) Am I right in thinking the recharge portion of Chrono Shift is actually something like 90 seconds, where the other buffs it provides (recovery, HoT) are the 30 seconds listed in mids?

    2.) I'm confusing myself on the recharge bonuses. I have 4 LotG procs, along with I think three actual set bonuses, all providing 7.5% recharge. Paragon Wiki has the proc as a set bonus, but these should all stack anyway yes? I believe Mids shows that they do, but I figure it can't hurt to get confirmation.

    Anyway, I'm flexible on the build. Leadership might be overkill in lieu of perma Farsight. Thoughts? Cosmic Blast is there because it's a good IO mule (and I love the sound effects) but if there's something unilaterally agreed upon I should have in the build that I don't, I'm not married to the power. Temp Invuln AND Force of Nature? Am I smoking crack here? Thoughts on Time Crawl? Too late in the build, not necessary, a must have that's not slotted enough?

    I'd appreciate any input anyone has to give. Thank you.

    Hero Plan by Mids' Hero Designer 1.952
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Time Manipulation
    Secondary Power Set: Radiation Blast
    Power Pool: Leaping
    Power Pool: Concealment
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Power Mastery

    Hero Profile:
    Level 1: Temporal Mending -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(3), Dct'dW-Heal/Rchg(3), Dct'dW-Heal/EndRdx/Rchg(5), Dct'dW-Heal(5)
    Level 1: Neutrino Bolt -- HO:Nucle(A), Dev'n-Hold%(48), ShldBrk-%Dam(50), LdyGrey-%Dam(50), Achilles-ResDeb%(50)
    Level 2: Time's Juncture -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(7), DarkWD-Rchg/EndRdx(7), DarkWD-ToHitDeb/EndRdx(9)
    Level 4: X-Ray Beam -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(31), Decim-Dmg/Rchg(31), Decim-Acc/EndRdx/Rchg(34), Decim-Acc/Dmg/Rchg(34), Achilles-ResDeb%(34)
    Level 6: Super Jump -- Zephyr-ResKB(A)
    Level 8: Temporal Selection -- Dct'dW-Heal/EndRdx(A), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(13)
    Level 10: Irradiate -- Oblit-Dmg(A), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(37), Achilles-ResDeb%(37)
    Level 12: Distortion Field -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(13), BasGaze-Rchg/Hold(15), BasGaze-EndRdx/Rchg/Hold(15)
    Level 14: Time Stop -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(17), BasGaze-Rchg/Hold(17), BasGaze-EndRdx/Rchg/Hold(19)
    Level 16: Stealth -- LkGmblr-Rchg+(A)
    Level 18: Farsight -- LkGmblr-Rchg+(A), S'dpty-Def/Rchg(19), GftotA-Def/Rchg(21), RedFtn-Def/Rchg(21)
    Level 20: Hasten -- RechRdx-I(A), RechRdx-I(23)
    Level 22: Proton Volley -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(42), Mantic-Acc/ActRdx/Rng(42), Mantic-Dmg/ActRdx/Rchg(42), Mantic-Dmg/EndRdx/Rchg(43)
    Level 24: Maneuvers -- LkGmblr-Def/EndRdx(A), LkGmblr-Def/EndRdx/Rchg(25), LkGmblr-Def(25), LkGmblr-Rchg+(27)
    Level 26: Slowed Response -- UndDef-DefDeb/Rchg(A), UndDef-Rchg/EndRdx(27), ShldBrk-Acc/Rchg(29), ShldBrk-Acc/EndRdx/Rchg(29)
    Level 28: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(39), Decim-Dmg/Rchg(39), Decim-Acc/EndRdx/Rchg(40), Decim-Acc/Dmg/Rchg(40), Achilles-ResDeb%(40)
    Level 30: Tactics -- AdjTgt-ToHit/EndRdx/Rchg(A), AdjTgt-ToHit/EndRdx(46), GSFC-ToHit/Rchg/EndRdx(46), GSFC-ToHit/EndRdx(46)
    Level 32: Chrono Shift -- H'zdH-Heal/Rchg(A), Mrcl-Heal/Rchg(33), Dct'dW-Heal/Rchg(33), Efficacy-EndMod/Rchg(33)
    Level 35: Power Build Up -- RechRdx-I(A), RechRdx-I(36)
    Level 38: Neutron Bomb -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(39), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(43), Posi-Dam%(45)
    Level 41: Time Crawl -- P'ngTtl-Acc/Slow(A)
    Level 44: Temp Invulnerability -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(45)
    Level 47: Force of Nature -- RechRdx-I(A), RechRdx-I(48)
    Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
    ------------
    Level 2: Swift -- Empty(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(23)
    Level 2: Hurdle -- Empty(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(31)
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Clrty-Stlth(A)
    Level 1: Vigilance
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run



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  16. Quote:
    They've just came up with a way to separate VIP players from their accrued Paragon Points.
    What? The sheer volume of items hitting the market in the last couple of months has already outpaced what a VIP is getting in their stipend, even at 550 points. The powersets alone have ensured that, before we get into any kind of costume sets or consumables.
  17. After having given it a little more thought, while I'd like to see female minions, I'd also like to see an alternate or two on the male versions.

    I've been playing my Mercs/ (laugh if you wish) a bit lately, and I couldn't help but think of Toombs mercenary crew in Chronicles of Riddick. Certainly soldiers fit the Mercenary mold, but it would be nice to just divvy things up a bit, without my merc's being strictly soldier's out of an 80's action flick.

    I'd bet money that the "people would do inappropriate things" phrase is just the go-to line for why MM customization hasn't happened. In fact, I'm almost positive the real reason is development time.

    Consider that if we get alternate female versions, it leads to people wanting alternate "insert model here" versions in general. Robotics and Demon's in particular would be the resident problem children. It's probably easy enough to cobble together some models for the other Mastermind sets from existing in-game assets, but Robotics and Demon's are likely much more restricted in this regard. Further, it bootstraps certain future sets, should they go with more non-humanoid Mastermind primaries. After the German Shepherd pet was released to the market, there was talk of an actual animal primary involving bears and lions and whatever else. If customization happens for humanoid models, it would likely be demanded for non-humanoids as well, which likely leads to that much more development time in a non-humanoid inspired set, or a restriction of future primaries to models that can be easily tweaked for the sake of customization. Then of course comes implementing any such customization to the tailor UI.

    Make no mistake, I still want to see some degree of minion customization, and females should be represented. Still, the more I think on it, the more I come to the conclusion that even Paragon doesn't buy the line their touting, using it as an easy out rather than a valid excuse not to do it.

    Just something to chew on.
  18. Mordakar

    Fire/MM/Ice

    Agree with Miladys_Knight. Hoarfrost is pretty awesome if you have virtually no HP boosts already. Otherwise, it will often place you way over the cap.

    If you're not really big on tons of defense, shoot for as much recharge as you can squeeze in. On a team, you should have a little more freedom in the AoE's you're using, and Drain Psyche just demands that it be up as often as possible.
  19. To introduce a little personal conjecture, it seems to me another big reason the Gunslinger thing blew up was due to the large thread that existed while it was on beta that received no developer attention. What makes me question the release of Gunslinger isn't what it did or did not contain, but rather that the forums had to explode for a red name to finally take notice at what anyone was saying about these costume packs.

    One last bit to consider - despite the rapid fire heels and corsets we've been seeing, it's just as likely the direction of costumes has been steered by the marketing end of game design. From Steampunk -> Gunslinger, we've been seeing costume sets (among many other things) hit the market hand over fist, where super boosters were relatively few and far between by sheer comparison. Not that I'm trying to make excuses, but the old adage "sex sells" wasn't just conjured out of thin air. What did Noble Savage say? The turnaround on creating these things is about 6 weeks, no? Well, the time table fits pretty well. If that's what people are buying, I can't really say I blame them from a purely financial standpoint.

    Anyway, as you were.
  20. Mordakar

    Fire/MM/Ice

    Apologies but...what exactly are you going for here? Mids is showing me that at best, you're looking at 32% S/L defense, and less that 20% ranged defense. Building up both S/L and ranged will (and has it would appear) stretch you pretty thin in both. (It's possible to cap both, but not without some hefty sacrifices to your attack chains.)

    I mean granted, you can build however you want, which is fine, but I'm not sure what you want anyone to really say? Generally when someone's building for defense, they shoot for the 45% soft cap. If it works for you then by all means, do what makes you happy. But if it were me, I'd pick one defensive type to shoot for and go with that.

    With Combat Jumping, I generally build for S/L/E and then get as much recharge I can. If I'm hover-blasting, I work for Ranged Defense.
  21. Quote:
    The problem is it's an old game. Development costs are easy to cover when there's a huge subscriber base because you're only eating up a couple cents per player of their subscriber fee when you hire a graphical artist to make some new images. However, good artists artists don't work for cheap. They know what they've got to offer and they charge accordingly.

    At this late point in the game's life, you're just going to have to accept that new art is just plain always going to carry a new fee. 1/14th of the player base (MM's are just one of the 14 AT's out there) isn't going to be enough to support it.
    Already existing assets. It's been said over and over in this thread already. What about that requires huge sums of artist or development costs? Not that I'm suggesting anything is "easy" to do when it comes to developing a AAA MMO title, but we're not talking about sweeping changes that should require a hell of a lot in the way of development costs, particularly with assets like AE in place, where players can already customize and store their own villain groups for story arcs. What we're talking about here is something already in place ported in some way or another to Masterminds in the way of pet customization.
  22. Quote:
    But.... then why not just make it a pay per content thing? I'm sure nearly everyone who frequents this forum would jump at the chance and shell over the appropriate quantity of cash.
    No. I specifically addressed this for a reason earlier. If you can play Masterminds at all, you've already handed over some money one way or another.

    It's more a personal thing, as I'm positive if it went up in the market, people would pay. I'm just getting tired of being asked to pay extra for things I feel should already be obtainable in game. Extra enhancement inventory, a way to unslot enhancements that doesn't require a respec, etc.

    Mastermind primaries were left out of power customization almost entirely as is. Since this idea revolves around using already existing assets, I'd be extremely turned off if suddenly we were asked to pay a premium to reskin pets.
  23. I'd be willing to bet that political correctness is just an easy excuse to not put the time in. I don't mean to say that the Dev's are "just lazy", but it's a pretty convenient argument when you consider all the things people are typically clamoring for. If this game has another decade of life in it, that pallet's probably already easily filled before we take pet customization into account.

    All of that said, I would like to see it happen. No, scratch that, I would like to see it happen without having to purchase it through the Paragon market, since MM's are now reserved for longtime player's, VIP's and freebies that pay for the AT. Well, that and the Market is looking more and more lopsided as is.
  24. As to the issue of Blaster's, would it be totally out of line to suggest some form of Mez Protection (not outright in the way of melee archetypes, but a scalar) attached to Defiance?

    I realize that the Blaster issue isn't piecemeal, but I wonder if it wouldn't be possible to tie in some form of logarithmic defense/resistance to Mez tacked onto Blaster attacks in the way the damage buffs currently work?

    So, for example, with your first blast, you receive a significant boost to hard mezz defense (stun/hold,etc.) with a sliding scale of resistance that lets you come out of it faster. Extra stacks of current defiance buffs would increase this defense/resistance further, but not so significantly as the first attack. It would keep Mez a threat but without being the overriding factor in faceplanting.

    Obviously, I have no numbers to bandy about, nor have I given much thought as to whether certain attacks should provide more or less protection than others (snipes maybe?), but since even the playerbase has (in the past) voiced a certain distaste for out and out Mez protection, it would be nice to see at least a little more in the way of avoidance and/or resistance to said attacks.

    Also, crashing nukes are very...2004. Enough already.

    As to Blaster secondaries...well, we're pretty sure not to see a complete redesign (even if it were merited), so I have no idea where to even start with those. Would be nice to see a couple more though, probably more in the way of Devices or Traps, in so far as area denial, debuffs and/or personal mitigation are concerned.

    In any case, just thought I'd throw that out there.
  25. Quote:
    Guys check out the Ustream right now they are going into more detail about the stalker, dark affinity, dark control, dark assu, sets.
    I'm kind of a newcomer to the whole Ustream thing, but are they always this bad? I'm trying to check it out, but the feed keeps lagging or stalling or whatever else. Is there any intention of uploading these things later? As it is, I can't watch them at all live.

    Not to mention the huge obnoxious ads that block the slides they're showing that also work to break the stream when you try to minimize them...