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Posts
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Quote:this basically sums up a majority of the issues i have with being forced to trial grind
I think raids are worse at promoting community than TFs or teaming through standard content. The timers discourage chatting and screwing around, and the repetitiveness encourages some rather selfish behavior from people who just want to get them over with...such as failure to explain what is going on to people who aren't familiar with the trial.
i dont mind the raid style system, but i HATE all the dang timers, the trials are the style of "rush rush rush speed speed speed" or your gonna fail and essentially waste 30-90 minutes of time depending on how long you were in the trial/searching for a trial
i like tfs because you can run them at your own pace, some poeple like to rush ITF in 15 min, ok fine, but i like to take my time and kill every last roman for possible drops and because its fun, idc if my runs take 1-2 hours, its a heckuva lot more fun than a 15 min run -
Quote:that point made me laugh lol* Falling for it the first time an Embalmed Vahzilok asked me to pull his finger.
EDITED: Because I just played my Thugs/Thermal Mastermind for the first time since the 20.5 update.
and hey i have a thug/therm too that ive been avoiding to lvl because of how much i hated the buffing (ive had him near 9 months and hes barely lvl 37 lol), might actually get around to playing him now lol (i also have a necro/ff that i got to 50 but never actually did anything with due to the annoyingness of buffing lol) -
on victory we got the anti-antimatter badge (would have had bunker buster too but had some bad timing, we never had AM lower than 4% lol)
the final badges would not be so bad if the end fight had more time, it feels like we get him to 50% and were down to 9 min left on the timer
and yes i have to agree, these trial badges are freaking ridiculous (well some of them are ok, like the BAF ones and a few from the other trials)
i sincerely believe the pets getting hit by the obliteration beam failing the badge is a bug, pets have NEVER disqualified us for a badge before -
yes, disintegration is based on HP
tick 1 is -10% unresistable dmg, -3% energy dmg, -2% energy dmg (2 sec after hit)
tick 2 is -30% unresistable dmg, -6% energy, -4% energy (8 sec after hit, or 6 sec after previous tick)
tick 3 is -55% unresistable dmg, -14% energy, -6% energy (14 sec after hit, 6 sec after previous tick)
tick 4 is the big one at -99% unresistable dmg (20 sec after hit, 6 sec after previous tick)
if you survive all the ticks you get -150 end 2 sec after the last tick
so you have 6 sec between dmg ticks to heal back up, and since its based off your hp you HAVE to get outside heals to survive it or pop a load of greens
as example lets say you have 2000 hp
tick 1 does 200 unresistable dmg and (60+40) 100 energy dmg
tick 2 does 600 unresistable dmg and (120+80) 200 energy dmg
tick 3 does 1100 unresistable dmg and (280+120) 400 energy dmg
tick 4 does 1980 unresistable dmg
so it doesnt really matter how much hp you have, its gonna do a helluva load of dmg each time (same % of the hp bar though, but it does less dmg per tick on low hp players) if you want to look at specific stats just type [disintegration] in game to get the info -
praetorian mobs in general are a few notches tougher than most of the primal areas in the same level range
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cim or warworks are still the highest DPS
in terms of actual use like buff/debuff i prefer to go with other pets, but if you want pure dmg then warworks or cimerorans (warworks makes up for slight dps loss through -regen) -
Quote:from my experience with it, the steam version downloads the old launcher not the ncsoft launcherYou probably think I should be asking them this, but what the hell..
I want to run this game from STEAM as I bought it from them. How do I hook this up with STEAM games tracking
"in-game City of Heroes: Going Rogue"
Thanks
the only temp fix to show your playing it is to add a non-steam game then point it to the ncsoft launcher and have the launcher stay open after you start the game, it will use a little more RAM that way, but it will show that you are in game -
from reports that ive heard the text description is off, as in the final phase you cant die AND you cannot destroy any terminals
when it says die or destroy terminals it sounds like an either or but fairly sure its both
ive also been hearing reports that the avoids the green stuff badge is counting pets atm too which might be bugged as well -
i would have to say "all the above" since i hated buffing sets sif it was on a mm or a troller or a corr
this change however i would have to say strengthens MMs the most since its a 1 buff and done and you got all your pets and team (pre patch i basically ignored buffing my pets and disliked playing the toon) -
supposedly we should have been sharing the xp across league now, but it seems the opposite is true
i havent had much chance to test this since all the toons im running atm have slots unlocked
(i usually used the xp conversion anyway since it was faster lol) -
actually that badge was will be in the store for 0 paragon points
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keyes trial is annoying for the massive dmg pulse (which is good for mm cause it doesnt hit pets, bad for the mm though lol)
BAF is now a heckuva lot easier to do with a mm, the pets dont get 1 shot as much fighting the AVs, lambda is still kind of rough because of the speed/stealthing of the sabotage phase -
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Quote:its been suggested before using incarnate difficulty auto setting everything at 54 and dropping threads instead of shards, but i havent heard anything from the devs if they are working on something similarNot 'bad' as such. Just irritating. Incarnate abilities have made the challenge of level 50 TFs trivial. Where something used to be a challenge to even level 50s, a team of Incarnates can just waltz through it now.
And sure, you can just jack the difficulty up but not many teams I've been on want to do that. They'd rather just whizz through, get their shards and be done. And that's kind of a pity.
I'd welcome either seeing all Incarnate abilities locked out of regular content (although Geko does counter this very well above) or, far better, an Incarnate setting with appropriate difficulty challenges for suitable Incarnate rewards.
as to the tf difficulty stuff, on victory me and a friend like to run challenging tfs, if we run in larger team we will set to +4 or we will duo it on x8. we are usually pretty open if poeple want to join in, so if your around on victory server can join us when we get one of those kind of tfs going, can always contact me to schedule something too my global is @Necrotech Master -
im not arguing that fact, its gonna take ridiculously long either way, but without using any notice of the wells the shard to thread conversion is a heavy loss, so if you never get any notice of the wells then your taking a huge hit to your thread stash
now if you have the inf to spend on making shards into notice of the wells (since there is a way to do that now), would it be worth crafting up to a notice then converting to threads?
this is assuming you do not run the weekly target -
Quote:actually the [systemic decay] power originates from antimatter and is a 120 ft pbaoe auto power with essentially infinite target capNo, that's the "Decay" debuff present on the whole map. Disintegration targets a single character and damages it several times, the last two hits taking away most of their HP. If they survive, they are drained from all endurance; if they don't survive, Anti Matter heals from their death.
as per [disintegration] it does 4 ticks of dmg total over 20 sec
tick 1 is -10% unresistable, -3% energy and -2% energy (2 sec after power hits, -15% total, 5% resistable)
tick 2 is -30% unresistable, -6% energy, and -4% energy (8 sec after power hits, -40% total, 10% resistable)
tick 3 is -55% unresistable, -14% energy, -6% energy (14 sec after power hits, 75% total, 20% resistable)
tick 4 is -99% unresistable (20 sec after power hits)
the last tick is followed 2 sec later by -150 end -
Quote:i know that threads are used for a bit more than shards, which is why i was suggesting a 10:20 or 10:30 conversionShards components work only for the Alpha slot, so I don't think it's a fair exchange rate to consider then 5 threads. It is true that it takes 60 threads to make a common Alpha and 12 shards, but IMO, that's covered by threads greater drop rate. Threads are more flexible and allow you to imbue an incarnate with higher tiers of power. Shards must be converted on a time-gate to even be worth any threads.
Basically, what I'm saying is that threads do more and thus are worth more than shards and so the conversion rate we have now is more than fair.
its still gonna suffer some loss, but not such as an extreme lost as to significantly increase the time required to craft anything
going from 10 shards (2.5 components) to 30 threads (1.5) components seems more fair than going from 10 shards to 10 threads (.5 components) or 5 threads (.25 components)
right now it would require 60 shards (15 components) for 60 threads (3 components) or 30 threads (1.5 components)
60 shards being worth 15 common components is worth 5 tier 1 alphas, and to convert it to threads is 1 tier 1 component or full unlock of interface and judgement
with the drop rate being as low as it is this is why the conversion rate should be adjusted to help at least make it more even
if using the 10:30 conversion rate, then it would be 20 shards for 60 threads, 20 shards is 5 common components, and 60 threads is 3 common components
it would cut the solo route time significantly by requiring only 1/4 of the materials for the same tier 1 thread-based incarnate power
if we use arcana's earn rate of 2.5 shards per hour it would take about 4 hours to get the 10 shards to do either the 10:10 or the 10:30 (my suggested) conversions
for the 10:30 conversion you would only need 2 conversions or approx 8 hours of time to get the shards needed (plus 2 days for time gated conversion)
for the 10:10 conversion you would need 6 conversions or approx 24 hours or 3x longer at the above rate for the same payout
now 8 hours may not sound like a lot, but there are some poeple who barely have 8 hours a week play time and it would make for a lot more reasonable goal than 24 hours, which for someone limited to 8 hours a week, would take 3 weeks PER tier 1 (im excluding slot unlocks since thats a 1 time thing)
to expand it further, at the 10:30 rate it would take 4 weeks to get a single tier 4 in each of the thread-based slots
for the 10:10 rate, it would take 3 months to get 1 tier 4 in each thread-based slot
im not gonna go into further detail since to get the higher tiers would require a significantly long time regardless of which conversion you are going for, but a 10:30 conversion while still suffering a loss, is better than 10:10 conversion which is what the free conversion should be -
yeah i wouldnt recommend getting that for just to be able to fight a single enemy lol
i was just mentioning that it is an option lol -
well the arachnos flier might be feasible now if you can fit in group fly
group fly no longer has that massive tohit penalty and can affect untouchable pets like PA
it might still be an awkward fight, but non the less possible now -
hmm to me what arcana says is making some sense, that getting rid of them entirely might unbalance things
i think a lot of the gripe that poeple have is
- shard drop rate is significantly lower than threads and
- conversion rate from shard to thread is extremely wasteful since its an 80% loss
if instead it was 10:20 (60% loss) or 10:30 (40% loss) in a shard:thread conversion that was time gated it would make it a lot more of a smooth transition, this would be our time gated conversion
then you could leave the 10:10 as the free anytime conversion since it is taking a very large loss
the reason behind the loss is the fact that 1 shard component is 4 shards and 1 thread component is 20 threads, so 1 shard is equal to 5 threads, so an even no loss conversion would be 10:50 -
6 tentacles are minimum required to attack the head
the head is a large target and your pets have to be fairly close to "aggro" on it but once they get aggro'd on it you should be fine
how i usually do it is to sit near the back of the head right next to the bulbous sac and spawn the pets near the front of the head, they will almost always aggro on the head and since aggro is on them you should be fine
which server are you on? if on victory i could possibly help -
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which is nice, but reward merits do nothing for incarnate progression, hence my explanation as to why its just a normal tf instead of the "incarnate content" that it was said to be pre i20
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why convert? would make more sense just taking the 10 thread option since thats worth 2.5 astrals in threads and you can take that option as much as you want
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Quote:i know about the changes, but i find that extremely insufficient since apex and tin mage were touted about pre i20 as being incarnate difficulty content, and yet we get almost no special rewards from it except now a tiny little astral merit every 20 hoursYes. Sorry. Typo
They aren't ignoring them at all. They just upped the rewards you can get from them. Threads, astral merits, and super insps now. Its not how you said you wanted them to change, but they aren't being ignored. See the 20.5 patch notes:
why bother with it when i can run a BAF 4 times a day a get 20 astrals AND im not limited from getting more AND i get incarnate xp AND empyrean merits
apex/tin mage tfs were called incarnate content pre i20, but now i fail to see they are anything more than a normal tf with slightly increased difficulty and a few more "entry" requirements to be able to run it
all i ask is that apex and tin mage be given the same rewards as a trial, its not exactly solo content but you dont need 2-3 teams of poeple to run it
