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Posts
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Quote:Reward is the greatest motivator for developing strategies. The better reward, the greater motivation to try to develop viable strategies to get that reward. Make this reward too small and you will end up with only few most dedicated players who would attempt to run it.If the merits aren't worth doing the trial for, find a different reason to do it. If you can't, don't run it. Content doesn't have to be for everyone.
Frankly, saying reward/=time spent, and only talking about merits is getting real old.
This trial takes time and effort. Making the reward bigger doesn't change the fact that you have to develop strategies and practice. If it can't be done successfully every time you run it, I say great. It's about time there's something to do that doesn't have an easy button.
Players have developed successful strategies for hami raids because reward was worth to get it back then as it is worth now. -
Quote:Perox is new Cent now. You can get more inf selling Centriole than Perox.Funny, I was thinking about posting a thread saying that the drop table for (S)HOs needs to be re-weighted.
We've been down this road with the C & D Rare Recipe tables... after a lot of time spent doing a TF or earning the Merits, we get Recipes in very low demand. We can't use it and hardly anyone else can... so, they get deleted -- something that's supposed to be very valuable gets deleted!
And the same is happening with some of the HOs. I've got a ton of Centrioles in my base and they only sell for a few thousand inf. on the markets... which basically means they don't sell much at all, so, I delete it -- something that's supposed to be very valuable gets deleted!
So, I say re-weight the HO drop table like the Rare recipes were. This will stop the price disparity which can be 1,000 to 300,000,000 between a Centriole and Microfilament.
Everyone has travel powers, why they decided to make the travel HO the rarest is beyond me.
While I got around 6-8 micros in last few months, I haven't got any Ribosomes for very long time.
So, yes, I am all for reweighting (S)HO drop tables. -
Quote:The same applies to purples, but we already have them as an option.Well based on what I know you can get INF-wise from converting A-merits into recipes I probably wouldn't make SHOs cost more than 5 A-merits, maybe even less.
But to address the concern Ang_Rui_Shen came up with the Devs would probably peg them at your original 10 A-merits just to keep these from ruining the existing methods to get them.
The net effect is that yes, we'd have a new way to get them, but that way would be grossly overpriced and semi-pointless to anyone who considers the existing options. -
I had instance mission "Take out a small Nemesis Army base" from Lt. Col. Flynn (he is located in Cascade Archipelago in Mole Point Charlie). The zone of mission was FBZ before patch, but it was changed to Talos Island after the patch.
Also, calling Lt. Col. Flynn form Talos would give another mission in Talos. While I haven't test it, but I'd assume that mission will be given in any zone you are calling from. -
SS gives 35 feet stealth radius. Throw Stealth IO (30 feet) into sprint and you have 65 feet stealth, making you invisible to almost all enemies in the game.
Exceptions are either NPCs with elevated perception or NPC that ignoring stealth altogether:
Snipers - 149 feet perception
Giant Monsters and turrets - 100 feet perception
Bane Scouts - 83 feet perception
KoA, Rikti Drones and Rularuu Eyeballs ignoring stealth.
Also SS is 0.46 end/sec unslotted ( almost the same as SJ - 0.45 end/sec) as opposed to Fly 1.04 end/sec -
Quote:As well as vet and accolade powers rechargedWhen something like that happens, record the /servertime while inside the mission and then of the Zone you came from. The toggle problem is usually a result of the zone time not being in sync with the rest of the server. Sending a detailed /petition about the time difference lets them know about the issue and it usually doesn't take long to re-sync the zone so it wont happen the next time.
On a side note, a similar cause can allow you to get minimal patrol XP (or debt badge credit) while simply zoning, and I've seen cases where a mission door in a dayjob location also granted minimal credit toward that badge as well. lol -
Quote:I have to disagree regarding purples and brutes first....
Purples will be your friend much more than oranges, and kill the Brutes absolutely first (they are buffers/healers as well as main damage-dealers). If you can toss a Confuse at them, Brutes and Noble Brutes are your bestest pals ever.
I've been farming overseers for a badge in Efficiency Expert Pither's arc "Alone in the Darque" on my bane. Settings were 0/x8/n/n. My bane has 45%+ ranged defense. It would go from plus 45+ to minus 50-100 in 4-6 seconds after being hit by all eyeballs in the spawn. So, purples wouldn't help much with such huge defense debuff. Also I found that killing all eyeballs first worked much better than trying to kill brutes first.
I'd agree that confusing brutes is good idea though, especially if you can get close enough without eyeballs noticing you.
As a side note: eyeballs are ignoring the stealth the same way as rikti drones and KoA. -
/signed
But, I want it for different reason. I am picky as which tip missions to run, and dismissing right away tips like "Carnie Debutants", "Unstable Trigger", any tip mission that is specific zone bound (like 2 arachnos missions that are only in IP) or Nemesis mission that often sends you to Creys or Bricks. On another hand I like to do both DE missions, "Save Black Panther 952", Polar Shift, etc.
More than 3 will give me more options to choose from. -
For many of my toons it was 15 minutes AFK mission.
New ambush is spawned only after you defeated previous.
Leave one minion from the ambush alive and if you can sustain his attacks by any means (debuffs, +def, +res, self heals, etc.) you can go afk for 15 minutes. -
Quote:Elevated to-hit shows up in combat numbers window:I started a thread about the DE increased accuracy in the bugs section a few weeks back. The strange thing is that it doesn't show up on their stats anywhere. They don't show higher than normal acc modifier or higher than average to-hit base it only shows up on the combat log in the rolls.
I don't understand how this can be WAD, since it's only the tip mish DE and not all DE. Also the tip mish DE are bugged in that the bosses won't con down to Lt. if you have it set for no bosses.
http://boards.cityofheroes.com/showp...94&postcount=1 -
Quote:I PMed Castle regarding 64% to-hit. He replied that it is WAD.That was my thought too. Heck, I'd already suggested that they raise the to hit for the incarnate levels. If it gets too nasty, I should be able to outfit either my Broad Sword/Shield (yay Parry) or DM/SR with lots of set bonuses to cope. But we'll see. Honestly, I doubt it's intentional or foreshadowing. I suspect it's just a bug.
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Quote:It is 10 ambush waves triggered by timer, not by defeating previous wave. Time between the waves is about 15-20 seconds.Heh, well I know that NOW...
We didn't actually intend to run the Tips at that level, we just forgot to change the setting, but we thought we could get through it. +2/x8 is my default solo setting, though admittedly I don't do a lot of Malta missions. That was why I was asking about their Acc and ToHit.
In retrospect, as someone here posted, I suppose it could have just been the sheer numbers in the ambush groups. I don't know, though. -
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Maybe... But so far, DE's 64% Base To-Hit is only in Tip missions (all mobs except Granites. Granites have regular 50%). Zone DE have regular 50% to-hit.
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Quote:DE quartz eminators give an accuracy buff. It's prettty significant. This may be what people are seeing. Kill them first, or just retreat to draw the spawn away from them.
I think it's just a case of people not being accustomed to fighting the more difficult high level groups so they don't know what they're up against.Quote:The problem is that the quartz emanators give an absolutely absurd tohit buff - something like 200%, not 14%. If they've got 64% total tohit, it's not the emanators. And if he's checking this with surv or a power analyzer, presumably the spawn isn't aggroed yet and so won't have dropped any quartz. -
Mass Hypnosis is the power that used on mind/ dominator based MoRSF runs. It doesn't suppress the stealth. I think, "Notify Mobs" = Never field, is what you need to look for in Red Tomax.
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Quote:Well... I jumped the gun.I haven't check Malta numbers in this mission. But I'm begining to think that TIP missions might be buffed.
I noticed that Greater Devoured in tip mission had 64% Base To-Hit. PirateCrew is claiming that all mobs on that map are having 64% Base To-hit.
It appears that only DE tip missions are got buffed. I ran few tips today including "Save Panther 952", Dr. Quantum, Carnie Masks and both DE missions. Every group in mission except DE had regular To-Hit and accuracy. DE had elevated 64% To-Hit for all mobs (Deathcaps, Deathblossoms, Guardians and Greater Devoured) except Granites.
Malta had regular 50% to-hit (including Blackhawk X-5), except for gun drones 75%. -
I haven't check Malta numbers in this mission. But I'm begining to think that TIP missions might be buffed.
I noticed that Greater Devoured in tip mission had 64% Base To-Hit. PirateCrew is claiming that all mobs on that map are having 64% Base To-hit.
Quote:It wasn't just the Greater Devoured. Several weeks ago I noticed that all enemies in those L50 hero tip DE cave missions (there's a "save the scientists" one too) had 64% tohit. I checked the combat logs and used the power analyzer temp power (same results as in pics above) on the other DE such as herders, deathblossoms, etc.
Normal non-boss DE in city zones (I believe I checked in Founders Falls) had the expected 50% tohit. I did not at the time check Greater Devoured in a city zone, since I was more surprised by the "buffed" minions in the caves, and couldn't find a story-driven reason for the buff... and therefore submitted it as a bug. -
It lasts 120 sec only in click powers. For toggles effect is on when the toggle is on
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Quote:Yes, you are right.Just a minor correction, I believe those have 64% base tohit, not a 64% tohit bonus. That's just unfortunate wording in the Real Numbers displays.
Interesting that that Greater Devoured is classified in ... that way. Going to have to check other GDs elsewhere.
I used the name from combat attribute window only to avoid confusion. When you are looking at your own numbers, it gives you breakdown of what constitutes To-Hit Bonus and Base To-Hit is listed there. Different story for enemy numbers though. -
Quote:This is mostly a QoL suggestion...
I do not have an issue with the time it takes to activate the power, nor that it can be interrupted. I have an issue with what counts towards interrupting it.
I do agree, that using the mission transporter, base transporter, WW, and oro portal as an "oh S..." I am about to get owned, lets get the heck out of here, is not appropriate. Therfore reasonably long transport times and interruptable makes good horse sense.
Now, I can see you getting mezzed, melee or ranged struck as a means of being interrupted from teleporting.
I can't see having another player run by with effects, opening a portal, stumping the ground as a bonafide reason to interrupt. Sure, we can justify why it could be possible, I am sure lots of jerks who go out of their way to spoil other player's transports would be quick to point those out. Yet they are essentially inappropriate.
I would suggest limiting transport interrupts to solely one being successfully damaged or mezzed.
Also I would like to question the times to log out, and even transport to an extent. I agree with the 30 second timer to log out to avoid using it as an exploit to avoid defeat. But if you are in a safe environment, say inside WW, Municipal building, Vanguard Building, etc, why the 30 seconds?
Hugs
Stormy
/signed 1000 times
At least fixing the bug of being interrupted by ouro portal closing, will greatly improve QoL for users of the transporters. Unfortunately, this bug was around for quite long time (at least from i13, IIRC), and nothing has been done to address it. -
According to PM from Castle, the 64% To-Hit bonus is WAD
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Heh, the name of this thread made me think about Globe of USA and ink for 6th grade.
On serious note: only Apcalypse and Soulbound Allegiance purples give HP bonus. -
Quote:You can buy on the market and craft JetPack recipe (or whatever it is called).and I can get to all of those on hero or villain side solo, without having to pay $$ for add ons or taking specific travel powers. not possible to do that, at least that I am aware of, in praetoria. therefore, my comment that I (personally, in my opinion) believe that should be taken into account when placing exploration badges in new content.
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Quote:Ohh, that explains why it was different for me. While on blaster and mind controller (no pets) I had only 6 or so spawned. On another hand, running it on fire/kin controller I got 12-15.Will of the Earth
Evil, evil object.
Basically, it has a chance of spawning enemies based on the number of enemies hit by an auto-hit pulse. Difficulty settings don't much matter, since they are spawned via the powers system rather than the standard spawn system.
There are tactics you can use to minimize its effects, and, due to the nature of it's powers, Masterminds, Dominators and Controllers are at a bit of a disadvantage.