Necrotech_Master

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  1. im not complaining they are hard to get as in like master of badges which actually take skill, but because they cheat you out of so many points on the later badges

    i know inf doesnt count for everything (like market and such), but thats understandable, i understand why falling dmg should not count, but if you being legitimately attacked or dmg'd by an enemy (ie the afk dmg farming), you should get credit for ALL the dmg that you take from an enemy attack

    i also agree with Snow Globe for the fact that the last few badges are nigh impossible to get without afk farming (the other ones, like inf are fairly easy to get after a long time of playing), healing badges are also in this category since only toons with heal focused sets will get these badges without any real time input

    i do like earning badges, but i like to actually participate in the earning for them, i honestly HATE the afk farming, but if i just waited to get them, it would prolly take me 20 years (if the game was still around) to even get all 7 dmg badges through normal play (if i played the toon 100% of the time when i was logged on)

    the mez badges, inf badges, sk badges (which are almost pointless now) are very easy to get through normal gameplay and thats how it should be (i usually get around 3-4 of each on the journey to 50)

    i also think the original requirements were way too high (hence i never bothered working on them until now, i just got the 10 mil one for born in battle when it was needed for that, then just stopped worrying about it), now that they are somewhat more reasonable, i have started working on them again (that and they are the only badges i can get aside from MoLGTF), and like Snow Globe i will refuse to do these badges again since they take way too long to get

    i am still not sure if there is some technically limitation as to why it doesnt go by your max hp instead of your toons base hp, it would seem easier to just check the max hp since it is listed in the combat attributes and your ID card, and if it changed to check the max hp it would make it more attainable during a normal course of gameplay

    my point is that the dmg badges are still harder (harder as in taking longer to get) than the other series of badges for basic stuff in the game (like inf, mezes, heals, ect)
  2. Quote:
    Originally Posted by macskull View Post
    You can still get the damage badges in the space of one or two nights if you know what you're doing. I don't see why this is a big deal, especially since the requirement for Born in Battle was lowered in I16.
    the first 4 badges are easy to get, the 25 mil one isnt too bad, the 50 mil and 100 mil are what take forever

    they wouldnt take as long if the stupid hp bonus issue was fixed

    if i get 1% on the 50 mil badge per hour, or 500k pts of dmg per hour, even if i used an alt build but still had accolades, i could essentially have to take 750-1 mil pts of dmg to get the same amount of badge credit

    lets say i make 500k per hour, but have to actually take 750k in order to get that much badge credit, im effectively losing .5% per hour into the void which i should be getting credit for, so after 10 hours of dmg farming i would have lost 5% or 2.5 mil pts of dmg (which is a lot), if this was for the 50 mil badge (all 50% for it, or 100 hours of farming at the given rate, it would result in a loss of 25 mil dmg pts that did not count, which is effectively 25% of the 100 mil badge, but instead of only needing another 25% for the 100 mil badge, now you have to gain a whole lot more) (this was just for all intensive purposes an example, actual results will vary)

    tl;dr

    my point is that this hp bonus issue is MUCH more significant in the latter badges which can essentially double the amount of time needed to get them
  3. Quote:
    Originally Posted by UltraBatz View Post
    I've seen people keep the secondary build as unslotted and switch to that build for damage farming so that there are no HP bonuses from the IO sets. That could atleast help things along a little more.
    i think i mentioned in my OP that even on secondary builds you will still keep accolades, which if you have all the passive accolades you will still have a good chunk of hp bonus (moreso than combinations of most IO sets), so even on a second build with no IOs, if you have ANY of the passive accolades thats still gonna hurt, on a mastermind, base hp is 803, with all the passive accolades they are giving the toon about 161 hp bonus (so even without IOs it still adds a lot, and this will affect toons with higher hp more such as brutes and tanks)

    thats why i at least want the hp bonus issue to be looked at to see if it can be fixed or as a last resort adjust the dmg badges to compensate for the extra dmg needed to take to get the badges (in trying to earn the 25 mil badge, i prolly lost 5-10 mil in dmg pts due to the total amount of pts between current max and the base)
  4. im in the "no popup" group, i hated the popup when we had it and was so glad when they got rid of it
  5. Quote:
    Originally Posted by Nericus View Post
    The HP bonus issue has been around for a long time and the badges were all recently lowered as part of the "Great Badge Change" a couple of issues back.

    I'd rather see the extra HP issue resolved then another badge adjustment.
    same, but i proposed an adjustment if they could not fix the hp issue
  6. these badges need a revamp because in this new day and age, its only made them even harder to get

    since HP bonuses actually hurt you on progress for this badge, and with the introduction of IO set bonuses with adding hp, these badges need to be adjusted

    willpower and shield also have powers which give you hp bonuses

    why were dmg badges ever made so that in order to get credit for the badges you have to go below base hp for your AT?

    is there some technical limitation as to why it was designed that way? can it be changed?

    if it can be changed i propose one of 2 things need to be done:
    1. lower badge requirements for the 5th, 6th, and 7th badges (25 mil, 50 mil, 100 mil respectively), the first 4 are fairly easy to attain, but these are beyond annoying to get (the 25 mil isnt as bad as the 50 to 100 mil, but they are still SLOW if you have hp bonuses)
    2. change the way the badges are coded so they actually give credit when you take ANY dmg regardless if its above your base hp
    IMO if you take ANY dmg it should count for the badge (as the badge implies), so unless there is a good technical reason for it (coding, ect), i vote that it needs to be looked at

    the other epic badges are fine but the dmg badges are essentially cheating you out of points for the badges if you have accolades, IO sets, +hp powers in the sets (dull pain type powers, the auto powers in WP and shield, ect)
  7. monster class enemies that i know of in AE are babbage in the psi clockwork group, adamaster in the banished pantheon group, and koago in the igneous group (although i think koago was recently removed from AE because he was the target of some sort of exploit)

    essentially a "monster" class enemy is the same as an AV and will spawn as an EB when diff is low enough, the only exceptions to this are the DE monsters which are more like actual GMs and not AVs
  8. Quote:
    Originally Posted by Kelenar View Post
    Wait, they can run? I thought all Sniper-rank enemies were totally immobile.
    as far as i know, crey snipers do not have the immob, nor do the mooks with the snipers (as ive had a lot of experience with them running off) the only ones i know that are definitly immobile are the nemesis snipers
  9. Quote:
    Originally Posted by Brynstar View Post
    You have to finish all the arcs your patron has available including defeating Lord Recluse.
    this, you have to complete the patron arc all the way through to where you kill recluse (so basically all of it)

    edit: more specifically i think you just need the "usurper" badge from the final mish where you kill recluse in the future
  10. Quote:
    Originally Posted by Kinrad View Post
    Can you elaborate on the 'phase shift nerf', as this is something I don't know anything about?
    the "nerf" was that if you use any type of phasing power (ie phase shift, hibernate, ect), it auto grants you a power called "no-phase" which will dissallow use of ANY phasing power for its duration (its duration is 90 sec i think)
  11. Necrotech_Master

    Hate to do this

    if you already paid for a year sub, then i think you keep it till that expires, so a year from whenever it got billed

    since its canceled right now, you wont get billed further or auto billed again when the next year comes around, but can still play until the current paid time runs out
  12. i usually try to get sets with acc included in them, so most of my powers will have between 125% and 220% accuracy (this doesnt include aim or bonus build up from gaussian proc in aim)
  13. i personally like getting high global rech because the global rech added on top of whatever IOs you get makes powers rech extremely fast

    with 90% global rech + 70% rech from hasten for 160% global rech, my archery/cold corr will have rain of arrows up approx every 17 sec (the power itself will have 89.92% rech)(this is the stats of what it will be in his final build according to mids, im currently still working on accruing all the IOs for it)

    in fact with all the rech ill have, ill nearly be able to perma heat loss (will have approx 17 sec downtime)

    IMO you should try to do what you think is better, i like high rech builds, but if you want to frankenslot be my guest (the enhance on the powers will be the same, but will have slower rech due to lower global rech)
  14. i like the suggestion about cumulatively adding stars instead of averaging them.

    and the possible way to overcome the pre i15 thing is you could make it so HoF is based on creation date (creation dates before X would be invalid for HoF)

    or another possibility is to automatically exclude invalidated arcs from ever getting a HoF status, this would prolly automatically prevent most older unused arcs from getting HoF
  15. Quote:
    Originally Posted by OV_ohms View Post
    I like seeing my doubles/clones die...there's only one of me!

    In the second villain arc I usually save my clone from the lab just so I can kill it in the final mission
    this is what i usually do, i save the clone then when i rob the bank the clone tries to stop me saying "i thought you were a kind person, not a greedy person", then i usually say in local or something "im a villain *****!" so fun to be evil lol
  16. it would prolly make a much greater impact if you put this kind of thing in your search comment in game
  17. Quote:
    Originally Posted by Aggelakis View Post
    I thought I was the only one who did this. lol
    the 2 strongest AVs that are in the AE that we can use are the dr aeon AV from STF and zenflower from what ive seen (zenflower owned recluse and several other AVs, the only one she lost to was dr aeon, dr aeon could literally kill anything, even GMs before they got put into their own category)
  18. Quote:
    Originally Posted by Psychic Guardian View Post
    On the contrary, I would appreciate this feature so I could stay off of Freedom/Virtue and on my home server when I run out of slots
    i completely agree with this, i would rather transfer more slots to victory instead of having to go to a new server to make new toons (atm i just been deleting old toons that i didnt like playing as much)
  19. when i sometimes get bored i stage AV fights using a small map in AE and when in test mode i turn myself on untargetable so i dont add to the fight in any way, good fun to see what AVs can kill each other
  20. i know thats happened to me every now and then too, its quite annoying to clear an entire map and realize the boss spawn that was supposed to be there never even spawned or an objective doesnt chain properly making it impossible to finish a mish
  21. i dont know where poeple are coming up with the "redside will die with GR" thing, yes heroside might have a few more players, but i like villainside and i think all the redside zones are better looking than heroside and i dislike 90% of hero content. i do think that redside needs a little more content (co-op, whatever, more is better than nothing), but i definitly enjoy redside content over hero content. the 5 heros that i currently have are only because they have powersets unavailable to redside (such as ice melee, ill control, and scrapper version of spines which i would like on a brute) and once GR is out they will drop the hero tag and become full villains and/or rogues.as a full time redside player, i do agree with Zam that stuff on redside feels neglected 2/3 of the time
  22. tl;dr

    the mitos are still way overpowered, and IMO they actually made LGTF worse with this "fix"


    just attempted a MO run and we were doing flawless until the green mitos in the hami mish. our team was:

    • ninja/dark mm (myself)
    • mind/elec perma dom
    • cold/ice defender
    • emp/psi defender
    • elec/shield scrapper
    • shield/elec tank
    • fire/devices blaster
    • rad blaster (didnt see what secondary)
    i know several of the poeple had hold and my pets had holds aside from the perma dom, and if the mitos did get mez reduction to 10 pts, and the perma dom can fire the single target hold for 6 mag hold every 4 sec, i dont know how in the world the mito kept up the increased regen cause within 8 sec, the perma dom would have applied 12 mag hold, and the combined mag hold from rest of team was about another 6 pts which should have dropped their regen

    those green mitos are so frustrating, because before when they were perma holding themselves, they were still a little annoying to most teams, and i believe that they were meant to have -hold to allow higher chance of success, because like many poeple, i did enjoy the LGTF, in fact the hami mish was one of my favorite mishs in the tf, now that the mitos are all ****** up, its not dropped from my favorite to one of the most annoying/hated mishs of mine (i still enjoy it, but just because i can see and fight hami outside of a normal raid, definitly nowhere near what i used to)

    /endrant
  23. electric control and kinetic melee i think are scheduled to be released when GR is released, so their beta testing will happen when GR is beta testing
  24. Quote:
    Originally Posted by Seraphael View Post
    Ooo! I wanna play too:

    1. Nuclear Thrust. Melee, Minor DMG (Energy/Smash). Foe Knockback. (Power Thrust)
    2. Contaminated Strike. Melee, Medium DMG (Energy/Smash). Foe Knockdown (minor chance), Foe -Defense (Shivan)
    3. Nucleonic Cloak. PBAoE, Foe -Recharge, -Speed, -Defense. (Chilling Embrace)
    4. Radioactive Smash. Melee, High DMG (Energy/Smash), Foe Knockdown (minor chance), Foe Disorient (minor chance), -Defense, -Fly (Shivan)
    5. Metabolic Stimulant. Self +SPD, +Recovery, +DMG, +Res (Effects). (Accelerate Metabolism)
    6. Blast Wave. Foe Disorient, Foe Knockback (Thunder Clap)
    7. Lingering Radiation. Ranged (Target AoE). Foe -Speed, Foe -Recharge (Lingering Radiation)
    8. Enervate Foe. Ranged (Single Target). Foe -Res.
    9. Fallout. Post-Defeat. Self PBAoE. Extreme DMG (Energy). Foe -To Hit, Foe -Defense (Fallout)
    i like this variation, with maybe a possible change of the fallout power (dont know if its possible to use a power other than rez on self when your dead)

    if it is possible to use when dead, then sure, i like all of it
  25. Quote:
    Originally Posted by Bionic_Flea View Post
    How do you compare the force field defender soloing on -1 x 1 to the IOed brute going at +4 x 8?

    How do you compare defeating 80 minions and 20 lts to 60 minions, 20 lts, and 20 bosses, or EBs, or AVs.

    You really can't fairly compare one mission to another.

    Please stop trying to impose your morality and vision of the game on the rest of us. I don't want to play the game that you propose. Luckily for me, you don't get to make these decisions.

    P.S. I am not an exploiter. I have never been banned, or even warned. But, of course, you will claim that I am for the mere fact that I disagree with you.
    i dont think he was talking mish per mish, i think he was talking about the xp per minion or xp per LT, ect

    so if a lvl 50 minion gives XXX xp for a full kill, and a minion in AE gives XXX+YYY compared to a normal minion, then it might be exploiting, but the only way to really test that is to actually run the arc