Necrotron_RO

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  1. Necrotron_RO

    it's patching

    For your waiting pleasure

    Whip It
  2. Necrotron_RO

    it's patching

    Quote:
    Originally Posted by Akhillius View Post
    Been checking every 10 mins if I can log in...
    Already made and saved my new MM's costume!
    Btw... anyone knows if it is possible to send stuff over servers?
    Yes.
  3. Quote:
    Originally Posted by Aluminum_Dave View Post
    I never disputed your facts. You gave an example of the issue and I offered my 2 cents to help.

    Also, to say it again, I kinda like the idea but don't think it would be the wisest thing to do for the long run of the AT. You are asking for opinions. Please don't take it personally if some don't mesh with yours.
    No worries, brother.

    I was just trying to see if there was support for rehashing and providing a single target upgrade power for MM's again, rather than trying to fix my one character's enduance issues. Thanks for the tips though, it didn't offend me. I just didn't want it to become the issue.
  4. Quote:
    Originally Posted by Rajani Isa View Post
    Um, bases are tied to SGs - which are in turned tied to it's members. If they swapped Test's roaster with a copy of Freedom, of course the bases are gone, Marsha!
    "All your bases are belong to us." - The Developers
  5. Quote:
    Originally Posted by Aluminum_Dave View Post
    Is it the pets and upgrades themselves or the 15-26 end(depending on slotting) from your 2 shields and thaw, per pet, that is causing you to eat blues?

    If you are summoning AND shielding 1 or 2 pets per fight I could see having an end problem. I run necro/dark (my thugs/FF is only 10 so I can't speak on it yet) myself so I don't have the shielding issues and I have more control. The only time I have end issues is when I get bored and start hitting attacks too much, even when they are not needed.

    You could drop 8 (down to 67) end off the top with 1 more slot in each upgrade. Not earthshattering but a start. (assuming SO's here 66.6%(2) to 94.93% end reduction(3)) If your build is too tight to move 2 slots I don't know what to tell you. It's pets first me second for my MM's.
    That was just an example. The fact remains that even 3 slotted with end reduce SOs the cost to resummon if one pet falls is roughly 68 END. I am almost never summoning more than one or two pets, and this is what it costs. I have the same issues with a level 32 Ninja/Traps and a level 40 Thugs/Pain. I know how to reduce my end costs as low as possible, but it can only be reduced so far.

    I might just have to get used to it, but I'm just seeing if others feel similarly to myself regarding the upgrades.
  6. "...so he bought a bow and accidently shot a comet and it fell on him an alein came out of the comet and genetically enhanced his bow..."

    Those bios in your sig are priceless.
  7. Quote:
    Originally Posted by Snow Globe View Post
    Yeah, and usually they tell people before they do it. They usually restore it too.
    My vote is on that. Here's for hoping it's true.
  8. Quote:
    Originally Posted by Frosticus View Post
    IMO now that pets zone with you I'd rather go back to the old system.

    But then I play a very aggressive storm so endurance is of a premium and losing a single pet is far more frequent than losing multiple/all pets.

    Individual buffing was a major PITA when you had to re-summon every new mission, now for me at least the new PITA is tanking my endurance because a single pet dropped.
    Very much agreed. Losing a pet now is a choice of do I want to resummon and be forced to chew 2-3 blues and/or rest, or do I want to just keep going with less pets.

    Quote:
    Originally Posted by Nebuzaradan View Post
    Why not leave the powers AoE but have the endurance cost based on the number of targets it affects (like repel). First you'd have to make it so that you could couldn't recast the same buff on a pet that already has it, then make it so that it goes through and buffs each pet (that needs it) and costs you endurance each. If you don't have enough endurance to rebuff all of them it stops halfway (and you have to recast it again later at which point if buffs whatever pets are remaining that need it).

    I realize that this is more coding but seems like a much more polished solution that having multiple powers.
    I very much like that idea. Not sure if they pull that off without much coding work though.


    Quote:
    Originally Posted by Aluminum_Dave View Post
    End redux in the upgrades

    End redux in the summons

    +recovery from the set bonuses

    a blue inspiration or two after your initial summoning or pet wipe.



    Right there are 4 things that make your end problems much more manageable.

    You only have to do a "full" summon once, unless you die, and that I would think would usually be sometime before you are in mission and the team is waiting on you.

    Summoning 1 or even 2 tiers of pets with both upgrades ,to "refill" your horde, should not be killing your whole end bar. If it is you have slotting problems.
    I have a Necro/Thermal with 2x End Reduce in the upgrades, ~65% End Reduction in each of the pets, and roughly 3.1 End Recovery per second from IOs, and unless I choose to lose a pet each mob, I drain my endurance bar resummoning after every fight and chew through blues like nothing other.

    It costs me 75 END to resummon one tier 1 pet (3/4 my END bar) with reductions (110 END with no End Reduction), which I lose almost every spawn. I do not see how there is an slotting problem or how that does not kill my whole END bar. Under the old system would have cost me less than 1/3 of that.

    If it was changed it to create two powers, similar to Kheld pool trees, with both a single target and an AoE upgrade, this would alleviate that problem by allowing the player to choose to either pay 45 Endurance to do an AoE equip, or 9 (if memory serves) Endurance to single Equip.

    Granted, I understand I may just have to live with things as they are now, but I'm just putting this out there to see if other players have similar feelings who played a lot of Masterminds prior to the changes.
  9. Quote:
    Originally Posted by Warkupo View Post
    Of the two cons, I would much rather not be spending my time standing around buffing all of my pets again. I'm more concerned with the situation where all my pets die and I need to apply their enhancements quickly than I am the minor annoyance of the occasional minion biting it every other spawn.

    I typically don't even resummon minions until at least two of them are dead.
    Right, it has pros and cons. Being able to resummon everything and rebuff the entire summon quickly is definetly a plus. Personally, I'm more worried about how fun the archetype is to play on an average basis.

    From a 'fun' standpoint, I'm still spending almost my entire endurance bar every spawn or every other spawn resummoning a pet or two.

    My line of thinking is we have the tech available (presumably) to make both an option. And considering some of us didn't like the change, why not make it available?
  10. So, this has been bugging me ever since I started replaying Masterminds since they changed them.

    I understand it reduces setup time by a good deal to have the Equip and Upgrade powers AoE, but they're just so endurance expensive now. It makes playing pets like Ninjas pretty darn frustrating because when you lose one teir one pet, which happens every fight, you have to spend nearly your entire endurance bar to resummon and re-upgrade.

    Now, I'm sure people land on both sides of the fence here. People like the new AoE upgrades. I personally prefered the old single target upgrade, since you could easily resummon a tier 1 pet and reequip, without having to rest. It makes playing a MM tedious for me because I'm constantly spending my entire endurance bar resummoning one pet.

    But what if we reintroduced the power, by allowing you to have a choice between the old and the new equip, or perhaps even granting the ability to do either?
  11. Quote:
    Originally Posted by Fulmens View Post
    wouldn't cut-throat competition be where I was giving people a better deal instead of a worse one?
    Indeed.
  12. Quote:
    Originally Posted by UberGuy View Post
    Playing arcs in the AE is a massive XP rate crapshoot.
    I used to run AE arcs pretty regularly. When the first XP nerf came in, I ran them a bit less. Since this last one, the last few times I tried to play a random arc that sounded interesting, the XP was next to nothing. Now, I don't even venture in the building.

    The goal should be 'fair' rewards. In general, people play their characters to 'level up', or at least earn drops. There should simply be fair, non-exploitable rewards for the AE.
  13. Probably so, as well as some decreased supply on the market as people hoard their enhancements in their personal bases for personal use.

    I expect mid range rare recipes to spike up some.

    Capped level AE recipes have already spiked with the recent ally XP nerf. I expect increased demand for mid level recipes as people will be able to easily send inf to lower level characters and be able to IO out.

    Salvage, however, has dropped dramatically again as of late due to people playing 'regular' content more, and the stop of the rampant exploit.
  14. *looks at AE building*

    *sighs*

    *heads back to play the same old missions again and again*
  15. Quote:
    Originally Posted by Daemodand View Post
    Here's hoping you guys do the right thing and make custom critters that are more difficult than standard critters worth more XP. Right now, they're worth the same or less, and that makes AE very unattractive. Sure, I like a good story or even just a new story, but there's no reason that story can't come with rewards commensurate with the higher risks custom critters bring.
    Very much agreed.
  16. Necrotron_RO

    The Utili-toon

    Quote:
    Originally Posted by Mercator View Post
    And then I stumbled. What would you take for your primary set. It seemed easy, Kinetics is the Crack of the CoX World. Just about everyone loves having a Kin around. But there's also that occasional cry for a debuffer, the -regen Radiationist who'll make the AV slaughter a cinch.
    Kinetics can provide an ample -50% Regen themselves simply with Transfusion.

    Kinetics
    Nothing will cap your damage and make your team blaze through a TF like Fulcrum Shift.

    Leadership
    Anyone can take Vengeance, and it will save a team wipe many, many a time.

    Debuffs/Buffs
    So many good sets to choose from. Cold can provide Buffs, Debuffs, and provide near limitless endurance. Radiation Emission and Dark Miasma provide ample debuffs and multiply damage. Sonic muliplies damage a ton and buffs. Force Fields can boost people closer to that soft cap defense to make you nigh indestructable, while providing some tricks with repel. Trick Arrow, Thermal, Empathy, Pain, they're all good.

    As for that niche set, really? Any good defender/controller/corrupter adds a huge amount to the team. I'd say Vengeance is a must. Kinetics is always wanted, but if you prefer something else, buffs and debuffs, they all have their place.
  17. Quote:
    Originally Posted by FredrikSvanberg View Post
    Solution 1:
    Let us report arcs as potential exploits.

    When an arc has been reported enough times it should be locked, automatically. A GM will then inspect the arc and if the arc is not an exploit it is unlocked and flagged in such a way that it can't be locked again. If the arc is republished the flag goes away and it can once again be locked if it is reported enough times.

    Should the arc upon inspection prove to be abusing an exploit it will of course not be unlocked and appropriate action may be taken against the author, such as revoking all MA publishing rights (and giving their slots to me as a reward for coming up with this idea).
    Automatic locking would prove to have too many mistakes or potential for griefing. It shouldn't be automatic, just like how when we report an e-mail as spam it doesn't immediately lock that person's e-mail rights. Investigating reports of abuse or exploits would have gone a long way towards preventing many of the widespread AE exploits that we've seen.


    Quote:
    Originally Posted by FredrikSvanberg View Post
    Solution 2:

    Change ratings from stars to like/dislike. This would make it harder to grief by rating down arcs. It would also remedy the current situation of only 5-star arcs being noticed in searches.
    Yes, the current rating system needs a rehaul, as almost everything (good, bad, and mediocre) tends to fall to 4 stars, and the unplayed usually remain unplayed and forgotten.

    Quote:
    Originally Posted by FredrikSvanberg View Post
    Solution 3:

    Make every completed play of an arc count.

    Right now, even if someone loves an arc so much that they want to play it on all their alts, only one play counts. This is bad, especially considering that one of the requirements for the Hall of Fame is a large (ridiculously so) number of plays.

    Make every completed play count. That would more accurately represent an arcs true popularity.
    I like that idea. It would also help to provide another gadge for how popular or how strong an arc's current rating is.
  18. Welcome aboard! Glad to have you.

    Quote:
    Originally Posted by Dr. Aeon View Post
    He's been working on a lot of cool things for Architect which we're both super stoked about, including a more preferable solution to the current ally experience penalty. This is something you'll be hearing more about soon.
    This, I look forward to more than anything else currently being worked on. As an AE enthusiast who enjoys playing new arcs while simultaneously leveing my character, having loads of arcs giving 1/2 or 1/10 normal XP while providing even greater risk is disheartening.

    I look forward to seeing what you come up with.
  19. Necrotron_RO

    i/o prices

    Quote:
    Originally Posted by Silas View Post
    Minotaur's info is great.
    Oh and above all, be patient. Put in bids before you go to work, or before you go to sleep or before you start playing properly. Collect and relist when you get back from work, when you wake up or between missions. Waiting on stuff to move that isn't common salvage is often an exercise in frustration. Plus other stuff needs to be done anyway and the whole beauty of the market is that your money is working away while you're doing other stuff.
    Exactly, time = money
  20. Necrotron_RO

    Purple/PvP IOs

    Well, you know, you could always just do what I do and imagine purple and PvP IO don't exist when planning your builds.

    Then, if they do drop, you could simply sell them and use them to bolster your funds for non-ultra rare IOs.
  21. Necrotron_RO

    Bubbles !!

    Originally, it appeared as those they wanted to keep at least one unique powerset for each AT. I suspect it is merely a coincidence of it remaining on the 'to be proliferated' list and held back until it's needed to spice up an issue.
  22. Quote:
    Originally Posted by TonyV View Post
    Well, there you go, folks. I said as much in the other thread about this. It's just plain brain dead to leave an exploit in a game instead of taking it out and dealing with any side issues that come up. I mean, really. Duh.

    For all the rage and fury, the developers prove once again that they actually are smarter than a crapton of people here give them credit for. (Not to mention, smarter than a crapton of people here, period.)

    I really do love reading all the DOOOOOM!-criers posting their diatribes, the obligatory "I'm leaving!" posts, and all the other hoopla that surrounds issues like this, only to see the game still going strong years after so many other games have gone belly-up.

    On with the show...
    Some people may be responding like this, but I think the general tone is current arc writers and AE enthusiasts who don't farm, have no interest in farming or exploits, but have had this legitimate arcs XP cut in roughly half by this patch. This includes a fair number of Dev Choice arcs.

    It's just an annoyance for those who like to use the AE for fresh new content and still level at a reasonable pace. Earning 1/2 or 1/4 of normal XP doesn't really give people incentive to play their non-50s in the AE.
  23. Quote:
    Originally Posted by Doc_Wormwood View Post
    I only recently came back after a year away. Among other things, I was disappointed to see many things that were 'right around the corner' for AE still in the 'real soon now' category (like properly functioning custom powers).
    I understand your sentiment. If this takes as long as TF fixes to get re-fixed, I'll be a sad panda. That said, at least there is intention to fix. For that, I am placated.
  24. Thank goodness. I suspected as much, but glad you came out and mentioned it to put our fears to rest!
  25. Quote:
    Originally Posted by Steele_Magnolia View Post
    Yes, it went too far. When the end result is that effectively the only way to write an unpenalized mission is a simple radio-missionesque "Defeat the Boss" you might as well run radios. And people will. The farmers will go right on farming maps of easy mobs. Only the storytellers and those who enjoy stories are truly penalized.

    RIP AE.
    They continue to remove incentive from playing AE missions. While I thoroughly enjoy playing new content, I'm not very motivated to play a random mission that may only reward 1/2 or 1/4 the XP/inf/drops of a normal mission (this even including Dev Choice arcs now).

    I approve removing exploits, but if they remove the rewards for playing non-farm content from the AE as well, it removes the reason for the majority of the playerbase to play it, because most people are concerned with, if not solely motivated by drops/XP/inf/rewards.