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Quote:That's a good slotting scheme. I was kinda pigeon-holed into 6 Thunderstrike on the Mind Dom, but would definitely want to toss some kind of hold enhancement in the power if I didn't have other goals.Yeah, slotting your ST hold as an attack does have its benefits. I personally still wouldn't slot Apocs in it though, not when Blaze is available. When I drew up a Dom build for a friend who wanted it attack slotted I went with 4 Basilisks and 2 Acc/Dams, IIRC. Gave decent all round numbers. Could also swap in the Apoc Dam to get more damage. Lots of playing to be done with that kind of slotting.
You're absolutely right about the practical differences between Dominate and Char.
Quote:Heh, your build is pretty nice, I like it. Unfortunately, when it comes to Dom recharge I'm a crazy person. I want enough recharge for permaDom without Hasten, if if I run Hasten all the time anyway. Even with Frenzy giving an instant bar of Dom, I want that level of recharge.
I suppose what I should do is come up with some builds that have 32-45% s/l defense and enough recharge for permadom and compare it with what I've got so far (the 32% def 126% rech build) and see which one I like more. Either way the build will have stupid amounts of recharge, so I may just have to get over my craziness
Truthfully I looked over your build for quite awhile before the melee/ranged idea occurred to me; I couldn't think of a good way to improve what you had, so I went in a different direction. I'll give it more thought though.
FWIW, I roll with +95% in global recharge (not counting Hasten) on my Dom and it works just fine. I use a movement-key bind to switch the auto toggle back and forth from Hasten to Domination. YMMV. I obviously can't tell you what you'll be comfortable with. So many of these decisions are subjective, which is why it's hard to make a build for someone else. -
Quote:Sure. You don't even need Spiritual or Destiny. You just need to get Rage's cycle time (that's recharge + activation) down to 65 seconds.Yesterday I saw someone boasting about perma-stacked Rage with Ageless Destiny and Spiritual. As in, two stacks always running. Is that even possible?
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Personally I don't think it's worth the penalty -- double the crash frequency -- but different strokes for different folks. For 55 out of every 65 seconds, you sure do nice damage. -
Quote:I remembered this thread of yours when I posted here.I agree that Earth and Ice are sister sets. My first serious Controller was an Earther, and I played him to around level 36 or so. Then I rolled an Ice sometime later. I ended up posting a rant on the boards at that time about how bad Ice was and how it didn't live up to Earth. I was going to abandon the character.
But something happened. I started paying more attention to what was going on with the powers, using Glacier more aggressively, and pushing the character into situations the Earth character kept dying. And then suddenly the Ice character was level 50, my first character to get there. And now here I am with 3 Ice Control characters at 50, and 2 Earthers, plus the Earther I am leveling up now. If everything that is said about Ice Control were true, the current Earther should be stomping the Ice's performance, but that just isn't happening, just like it didn't before once I figured out what to do.
I mean, if Ice Control suddenly gets buffed I wouldn't say no to it. God knows someone outdid themselves finding ways to make that sleep power suck. But I also think at least part of the problem is the players. The sheer number of people I see trying to use Shiver in place of Arctic Air is Exhibit A.
With all due respect -- and with the understanding that you didn't intend to come off this way -- I don't think your reply is quite fair. Your own personal anecdotes are obviously as valid as anyone else's, but you're painting with a rather broad brush when you ascribe mechanical complaints about Ice Control to the lack of skill of its players. I could just as easily suggest that you're playing Earth wrong, with nothing but my unverifiable anecdotal experience to back me up. That conversation leads nowhere, though. If you truly believe that Ice is superior to Earth in practice, then you ought to be able to explain why.
Heck, from what I've read of your opinions on the matter, we don't even seem to disagree all that much. I don't see you advocating for Earth buffs, so how can you argue on the one hand that Ice could use (albeit small) improvement, but on the other hand that it's superior to its closest analogue (Earth)?
I have as much experience with Ice Control as the next guy, and way more than most. I don't have any particular problem playing the set, and especially not since the advent of IOs, but I don't think it measures up very well. It should either have more (more diverse) control, or higher damage. Jack is perhaps a smaller issue, but he is rather obviously and inexplicably inferior to analogous pet powers.
None of these are pressing balance issues. Doms and Controllers aren't exactly weak ATs, after all. In the former case, the most glaring disadvantages for Ice Control are indirectly filled by Secondary/Inherent powers. I just don't see how anyone could think that having a bajillion slows is an asset, in a game where most of the combat is centered around relatively short fights. Ice Slick's knockdown and Arctic Air's confuse are obviously great assets, but the former is functionally equivalent to Earthquake, and the latter takes a bit of time to work too. (And has its own attendant issues, at least on Controllers who don't take Psi Mastery.)
Back before I-13, I could at least hang my hat on Ice's superiority in PvP, but nowadays, PvP is a ghost town and I'm pretty sure the Diminishing Returns mechanic throws Ice's slows into the crapper. -
Quote:Agreed. The great thing about adding DEF bonuses to Doms is that you're effectively layering mitigation, except instead of stacking DEF with resistance or healing, you're stacking DEF with control. Frankly, I do think that DEF does more for Ice Control than for other control sets, but that's neither here nor there; soft-capping one position or two types ain't gonna suddenly turn your ~1200 HP Dominator into an invincible Juggernaut if he doesn't also use his control powers effectively.I think we will have to agree to disagree here. For what its worth, I think you have an inflated opinion about what defense bonuses will do for you. Having IOs does not make any powerset "more or less irrelevant for most content." You are not going to strap on IOs and go solo at x8 without additional damage mitigation. In the case of Ice Control specifically, extra defense is synergistic in the sense that it lets you traipse through melee range more easily. I apologize if I am misreading your argument, but you seem to be saying either "IOs fix everything" or "IOs boost all characters exactly equally," and I don't agree with either statement.
DEF just gives you more time to act. -
On the one hand, Domination does very little for Ice's control. On the other hand, Ice's traditional area of weakness is damage, and Dom secondaries are generally much better at supplying that than Controller secondaries are. And of course, Domination provides mez protection and extra endurance, which alleviate the most annoying things about Arctic Air -- which is a spectacular power, but it requires a certain playstyle and can often feel underwhelming in a teaming context because it takes time to work.
I've always had a love/hate relationship with the Ice Control power set. For a long time, an Ice/Storm controller was my favorite character. To this day, I don't think I've ever even thought of another build that is as conceptually (visually) pleasing as that combination, but it has glaring shortcomings when compared to the obvious alternatives.
Specifically, Ice Control has too much of a good thing (-recharge debuffs), and not enough of just about everything else -- hard control (or, if you prefer, Alpha mitigation), damage; even its pet is lackluster. The set is by no means gimped if you can find a way to get around, or if you simply don't care about, Ice's pathetic damage output. Certainly I'd say that Ice Doms are no more disadvantaged than Ice Controllers.
But I've always felt that the most natural point of comparison is Earth Control. Both are allegedly high-control, and factually low-damage, sets, but Earth gets a better spread of different control effects, ridiculous hard control, a much better pet, and to add insult to injury, Earth even has more opportunities to slot proc IOs. Earth Control is just flat-out better for 99% of the PvE game as currently constituted, lag and/or visual effects notwithstanding.
It wouldn't take a lot to make Ice Control a much better set -- a revamp of Jack, perhaps a change to make Flash Freeze more like Mass Hypnosis (rendering it aggro-less, or at the very least removing the frustratingly tiny tick of damage on the effect that gives mobs an opportunity to shoot you before they fall asleep), maybe giving Shiver a smallish supplemental effect (like a damage debuff, or maybe even a damage component). Until it's given a little TLC from the Devs, Ice control will remain serviceable but underwhelming. [Edit: To be clear, I'm not necessarily advocating for all of the above; these are just off-the-cuff suggestions] -
This is very rough; I doubt I'd play it, but as a proof-of-concept I thought it was kinda interesting:
Click this DataLink to open the build!
Code:32% melee, 32.6% ranged, and within two small Lucks of the soft cap to everything else. Lost 24% recharge from Silas' build, which may or may not be a deal breaker depending on how apt you are to juggle Hasten/Domination. Personally I use a bind to alternate them more or less automatically.| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1457;693;1386;HEX;| |78DA6593E96E525110C7CF858B2D140A48572B656DA9D402D756FBB131AD4D6A4AD| |2DA448D5F1AD25EE12A02E1E2F6C9BA3C806BEAF2186AF441DC5E425BD768AAE2DC| |FF1C96C80DE477CECC9C3933FFC9C95E5B700BB1352714EF7C31679AEB0BE54B462| |9572B571DD95CDED8F0AC19640E9FD2AF18A6BED92584186D46ACCF974BB56AB998| |5A34AA7A63136AB98F9B66EE72B1466EBD7ABDB1F32F950A7A552FD5528D856BA54| |C39D62ABABEE9C67259CF558C52DE83CDA2912FD468E76DB836F5AA59302A23272A| |C606DF9CCD9935EB86E6CD4354E624FD637621BFBA437CB0091114DDEF01DF3B60F| |F1BC6224113034BC0775BF314FDE81371CAA3C83CCA7DC50AB2DD633C00D4478CBB| |C0BE87C00FCA6397A7ECE7053C79A0BB00B80CC605C07D118892C60E5C56571C933| |04518E394AC8B3D8EAE3D943AFA1B88FF61FC0512758675B9267ED2C6C955A8CE27| |8484E87BCA78061C78CCD8061274A84716DD73037DB8B780DE5B8C9B80EF3630700| |78851D11E29990792FDA26BBDD2E2E5FA2728B59F4D763FEB1F790BC4780C311ED1| |00250B480502FDC8AFCDD24EB50B1BB9FA65D6FEAB141D1076320D72B46D30AE583| |D0C25184720809F028665C030A71B95E91A54296444868C70C841B844937B284D81| |2E411638C902277914533C8A291E459A4791A488905433B40B53F833E32BE30B10D| |901B46F4080CA89CA2EA3116867651D93531CD310359E614C31523CF434D04B3A4F| |C8F08997C870E805E335E339907C0578FDFC5EACF0C9A3C870788631CB98E6E68E0| |13E0A4F49B95296F6419166E5D3AC7C1F3590910D64A49E6ADBA35A15568351CBC4| |69EA49F5FF3797E9B0681D96E90ECB4C8765B9C3B2A2365FB3506071FA9A2FB5FED| |1455EA5DDBBD3B228CA6974133F893E3F75C4EEB62C36651B6AC5C2D05863ACBAAC| |347CD599B6F5D9B6F5B9B635BEB9001D95867F85A30BF0| |-------------------------------------------------------------------|
End use is high; I'd have to run some numbers to see how long it's sustainable under various circumstances. In big crowds, that shouldn't be a problem because of Consume.
Will have to revisit this later. -
Quote:Moreover, Rain is not a terribly good single-target attack on its own merits. It has a longish activation and the damage isn't really anything special when compared with the various alternatives you have at your disposal. The only reason you'd really want to spam Rain against AVs is that the Reactive Interface proc turns Rain into a near-nuke-level power. That's only been true since the most recent patch, and I don't expect it to last. (It is hilarious right now, thoughOn this build...I'm still debating it. Lot of tough calls like that for this. I'm also leaning towards Ragnaroks in Fireball because Posi Blast gives such crap accuracy, whereas RoF has higher accuracy. The extra 3-4 seconds not changing it from a once-per-spawn power is a very good point. It'll only sorta matter in AV fights, but there this build will be pumping out so much damage its not a big deal. Hrmmmm.
)
Oh, and just to clarify: Rain doesn't have higher innate accuracy than Fireball. Or it didn't, the last time I paid attention. The real numbers display (and IIRC, Mids') is misleading; it shows you the accuracy of the power that summons the rain, at 100%, not the accuracy of each individual attack the pseudo-pet Rain directs at its targets.
Quote:Cheers for the Char math Obitus, I didn't think it was possible to keep an AV perma-held without hold slotting. Whether or not its worth it is another question I'd personally prefer to make the most of my individual powers and since Blast/Blaze do way more damage, DPA and DPS than Char but can't mez anything, I'll slot Char for the mez. The damage in Char is a nice bonus but I'm not going to slot it as an attack.
As for whether it's worthwhile to slot Char as a hold, that's a matter of preference. I'm biased because I prefer a ranged playstyle. The character I've spent the most time on recently is a Mind/Fire/Fire Dom with soft-capped ranged DEF. For her, slotting Dominate as an attack is a no-brainer, because Dominate's 1/3rd of her ST attack chain. Even if I do come up against an AV that I want to permanently control, I can switch to Confuse stacking.
A Fire/Fire would have a more up-close-and-personal play style, and more damage overall. The fact that you can slot a relatively cheap purple set in Char is another factor. To make a long story short, it wasn't my intent to second guess you. There's no right or wrong answer.
Quote:I've got a lot of toying to do with this build. Very good to know that the kind of things I want with it can be done, just gotta tweak it till I've got something I really like. Not terribly happy about the Hot Feet slotting, or end use in general.
Obitus, how good are you with Dom builds? Care to take a crack at this?I'm probably a little less recharge-hungry than most Dom players, so I don't know that what I'd come up with would suit you, but I'm happy to give it a shot if you like.
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Quote:That's kind of a Catch-22 though. When you're trying to figure out your endurance sustainability, the amount of endurance each power costs is obviously important, but what's more important is how often you use each power.Another positive point for putting Decimation in Blaze is that it has higher endurance reduction than the purple set and Blaze uses significantly more endurance than Char.
In this case, you're saying that you want to put more end enhancement in Blaze because it uses more end per cast, but in switching out the Apocalypse set, you're also making Blaze recharge slower, which means that the end cost you're improving won't come up as often. At the heights of global recharge we're discussing, that's not going to be a huge factor for single-target attacks, but it is worth considering. For instance, using Silas' build above, the switch you advocate results in the following difference:
Blaze Before: 7.137 Endurance, 3.097 seconds recharge.
Blaze After: 6.72 Endurance (-0.417), 3.331 seconds recharge (+0.234).
Assuming you use Blaze every time it's available (which won't always be possible, but which you generally should try to do), the former slotting yields an end consumption of 7.137 / (3.097 + 1.188) = ~1.66 EPS. The latter slotting yields an end consumption of 6.72 / (3.331 + 1.188) = ~1.48 EPS.
That's a savings of 0.18 EPS, which is pretty good, but wait: you're also losing end reduction in a different attack. You mentioned Char, but I'll use Fire Blast since it has the same cooldown and endurance cost as Char --and because slotting Char as an attack would cost me a little global recharge in my copy of Silas' build. Let's assume that you use Blast at roughly the same rate that you use Blaze: (4.834 Decimation end cost - 5.133 Apocalypse end cost) / (~4 seconds) = -0.07 EPS.
So our net savings is about 0.11 EPS. Again, that's not terrible, but not quite as impressive as we might at first have thought. In practice, I'd be tempted to say that Blaze will probably be used more than the other ST attacks, because you're gonna have other stuff going on -- mezzes, utility powers, AoE attacks, etc -- and when you're only attacking sporadically, chances are you're going to lean on your heaviest hitter. I know that on my Dom I'll frequently wait out the latter part of Blaze's cooldown rather than use a different ST attack because I know that one Blaze will kill the target. But that brings up another point: If you're going to be using Blaze more often in practice than your other ST attacks, then you will use more endurance with the Apocalypse set, but you will also do less damage with the Decimation set (no purple damage proc).
The fact is that the best theoretical Fire/Fire ranged ST attack chain -- Blaze-Blast-Char (or Blaze-Blast-Ring) -- is all but impossible to run seamlessly, because of the cooldown on Blaze (12 seconds, versus Blasters' 10, a small wrinkle that tripped me up when I first started playing Doms). You need to get it down to about 2.77 seconds. Silas' build has obscene recharge, and yet his Blaze only clocks in at ~3.1 seconds.
Blaze is so freaking good that it's hard to make a credible argument for not reducing its recharge as much as you possible can, honestly.
FWIW, I'd lean towards the same approach with Fireball. Rain of Fire has a longer base cooldown, and thus will superficially benefit more from the extra recharge enhancement in the Ragnarok set, but I regard Fireball as more generally useful/spammable. Ball animates much faster, and doesn't require the targets to remain in a given area for 15 seconds to deliver its full damage. Given the duration of Rain's DoT, changing the slotting to gain 3 or 4 seconds isn't gonna suddenly turn it into a more than once-per-spawn power.
(The present state of the Reactive Interface proc might make Rain more attractive to use on a near permanent basis, but even then you're looking at a few comparatively rare situations -- AV fights -- in which you'd want literally spam Rain as soon as it expires, and frankly I expect that Reactive's interaction with Rain powers is gonna be fixed sooner rather than later. YMMV.)
Quote:Dom +3 extra magnitude for unenhanceable 17.9 secs at a recharge time of 2.1s means the most anyone can get from the domination portion of Char is roughly 24 magnitude (at most 8 casts can stack). The regular enhanced duration portion of the power lasts 26.82 for an extra possible 36 magnitude (at most 12 casts can stack) for a max total magnitude of 60 hold doing nothing but casting Char.
So 17.9 seconds allows 5 hold effects to stack, for 15 mags. 26.82 seconds allows 7 holds to stack, for 21 mags. 21 + 15 = 36, which is way short of the 50+ you're gonna need. If you pick up the Meglomaniac Accolade, you can brute force your way through a +0 AV's protection for a little while -- and generally I tend to agree with your approach of slotting Char as an attack, but then again I'm rather burnt out on solo escapades like soloing AVs.
Don't expect your slotting to hold AVs consistently. -
The new Incarnate powers are impressive -- perhaps especially the pets, which are only available 1/3rd of the time, but can potentially turn a long-drawn out fight versus a hard target into a much shorter affair. Likewise, if your team is coordinating overlapped Destiny buffs, even extraordinarily weak builds can become near-invincible engines of destruction.
But most high-level teams were already steamrolling most content, even before Alpha and the level shift. The difference between a well-tuned IO build and a generic IO build is still much larger, I think, than the difference between an Incarnate and a non-Incarnate. And a team featuring a lot of buff/debuff, even if the constituent builds are all using SOs, is still as powerful or more in the general case than a buff/debuff-lacking team of the most expensive builds using the most lofty Incarnate powers.
If we want to make non-Incarnate content more than trivial, our answer remains the same: pump up the difficulty to +4. +4 ain't as challenging as it was at one time, but it still adds a lot of challenge. The only problem, to the extent that there is one, is that there's no good mechanical incentive to run at higher difficulty levels; recipe drops are the same regardless, and arguably faster against weaker opponents. -
Probably give about 35 billion away, and then sit on the 15 that's left, just as I'm sitting on about 15 billion now.
I have a handful of things to buy yet (and will get around to that one day when I feel like running a respec), but Issue 20 has really killed my desire to max out more than about two characters, who are already done. -
Quote:LOL, score one for blind faith in new features based on ambiguous phrasing.Just a warning. When I first encounted these conversion options I wasn't clear on how they worked so I clicked the Create button just to take a look. The problem is that once the conversion options list is displayed there is no way to change your mind and back out of it. There is a Choose Nothing button, but clicking it loses your ingredients for the conversion.
Please Devs, change the Choose Nothing button to a Changed my Mind button that takes you back without destroying your conversion ingredients. -
Quote:There are breakdown recipes. There are conversion recipes. Up until this point, the phrase, "of your choice" has meant that you select the appropriate recipe from a list of options -- just like the list of options pictured in the OP, in fact. It has never meant, and there's no good reason to assume it means, that you'll get an entirely new window to pop up with a list of further options -- only after you've tossed your Very Rare component and 150 threads into the ether, no less.Don't think so. Nope. Nope. But that's hardly relevant. There's hasn't been a sidegrade recipe before either.
Unlike a breakdown, the term Sidegrade doesn't unambiguously convey that you'll be using the target component to exchange for another. If the blurb wanted to be totally clear, it would have said something like, "Converts a Living Relic into another Very Rare Component of your choice." Preferably, it would go on to lay out that there would be another menu later.
Would that make the description pedantic? Perhaps. But it would also ensure that people weren't taking a leap of faith on the vague assurance of a three word phrase ("of your choice") that the devs had introduced an entirely new wrinkle to the crafting interface. Regardless, after years of reading these recipes, there's an understandable tendency to skip straight to the requirements. The blurbs have never been terribly elucidating. Power descriptions in general have been notoriously inaccurate, vague, or outright misleading in the past. (Go, go, four-year-out-of-date Unyielding-roots-you description.)
Quote:Ooh, I like those clever word games where you can insult a person and then in the same stroke pretend you didn't really, because you never would do something like that. Moral highground, yo!
Your entire premise in your first post was a distortion of the opposition's viewpoint -- that we're all so terribly befuddled by the Incarnate crafting system in general. Not once, to my recollection, have you even attempted to defend or even explain why there have to be multiple redundant components within the same tier, why those components follow no obvious naming conventions, why choosing the wrong one should incur a penalty that means nothing in the long run -- because there aren't any meaningful choices with the Incarnate crafting system; given enough time, you can craft every single power if you so desire.
I didn't fail at reading comprehension. I laughed at first glance, muttered at second glance, and said on the very first page that the picture in the OP was just another counter-intuitive wrinkle in an Incarnate crafting system that is needlessly complicated to begin with. -
Quote:Is there any other example in CoH crafting of a recipe that offers as its target the components required to build it? Are other conversion recipes presented in that format? Is there any precedent for having multiple outcomes for a given recipe?No, it doesn't. That's some powerfull basic reading comprehension fail right there.
The text plainly says that it converts a very rare incarnate component (in this case the Living Relic, since you know, it says "Living Relic Sidegrade" at the start and "Needs: 1 Living Relic" quite clearly there at the bottom) into another of your choice. That last bit indicating that you'll get to choose which other piece of salvage you'll convert your Living Relic into.
There really isn't a lot of mental gymnastics involved here.
If you wanna tell me that your on-first-glance reaction to that window was to read it exactly as intended, then that's one thing. If you want to tell me that anyone who reads it incorrectly, given years of contrary precedent, is an illiterate moron, then I am perfectly justified in telling you that you're an arrogant jerk.
But I wouldn't do that, because it's irrelevant even if it is true -- just as most of your contributions to this thread have been. All I'm saying is that if I didn't have forum-derived confirmation that the blurbs in those recipes are accurate, I'd have a hard time committing a Very Rare to what looks like it could be a mistake in the design. -
Quote:Hey, you can spin it however you like. Based on all of the existing precedent for crafting Incarnate components -- or really anything at all -- mine is not an unreasonable reading of the situation. Quite the opposite.But... that's not what it's telling him. The game is telling you that in order to side convert a Living Relic, you need a Living Relic.
We know that a window pops up when you hit the create button in this particular case, asking you what you want to convert your item into, but you've an uphill climb if you seriously wish to argue that the window in the OP's picture isn't counter-intuitive. The text in each recipe option is vague at best:
Quote:Living Relic Sidegrade -- Converts a very rare Incarnate Component into another very rare Incarnate Component of your choice. It requires some additional Incarnate Threads to catalyze the information.
Needs: 1 Living Relic and 150 Threads -
Quote:Look closer.I looked for about 2 minutes at the screenshot in the OP thinking that I was being especially dense for not seeing the goof/funny in it. Then I read a good part of the thread only to come to the conclusion that there wasn't actually anything wrong with the screenshot, and that I wasn't the one being dense...
Hint: The game is telling him that the recipe for, say, a Living Relic, requires a Living Relic. -
If someone designed a Word Processing application that placed the only Save option on an unlabeled icon, right next to the Close Without Saving option that used an identical unlabeled icon, what would people say?
I honestly wonder. It seems that there would be people who'd learned which icon was which leaping onto an internet forum furiously to proclaim that everyone who questions the design is either too dim or too lazy to pay the requisite attention to use the program. "Dude, just click the left one to save. You're such a drama queen!" Of course, such a close-minded defense of a glaring and easily alterable design miscue doesn't do the developers any favors.
A criticism of a design decision does not equal personal difficulty with said design decision. In fact, in order to understand the design well enough to complain about it, you almost have to know how to work around it.
Apart from the obvious fact that the Omega Waffle is the most powerful option in Dispari's fictional crafting system -- seriously, what's better than waffles? It's not like Dispari listed "Nude Supermodels Lounging in a Free Ferrari" as one of the alternatives -- Ahem. Anyway, Dispari's right. The current Incarnate crafting system might as well be just as nonsensical as the one s/he laid out in the previous post. -
Quote:I did.That's sort of tossing me into the opposite corner from Uberguy. Who would break down Empyrean merits into threads when their value is much higher - about twice as high - if they are used to directly buy either rares or very rares (I think its 20-24, so the average is 22).
Got impatient and already had the Very Rares I needed. My bottleneck was always Commons -- or if you prefer, threads.
E-Merits are worth more than their thread breakdown value, because earning them is time-gated. I don't believe it's fair to gauge their value based on the thread cost of high-end components, though. Surely there's a good middle ground between 10% of 600, and 10% of 1300+.
I think your original idea -- charging 10% of the thread cost for sideways conversion of components -- is very a good one for components that people are actually likely to buy with threads. It's just a matter of figuring out what the most appropriate value for high-end components should be, given the most common methods for earning them. -
Quote:I don't personally have problems with Windows Vista. Doesn't mean it's well-designed. Just ask Windows 7.I have no problems with it's design. The only problems I had with it was figuring out where everything was the first time I opened the Incarnate window.
Are you capable of thinking on a level that extends beyond your own personal problems? Can you examine something rationally without having an emotional stake in the outcome of your examination? Oh, wait:
Quote:But since you obviously don't plan on actually fully reading and comprehending what people are saying, I'm just going to leave you to your stubbornness and constant whining about a system that plenty of people have learned how to make work for them. -
Quote:I can't log into the game at the moment, but if I recall correctly, the equivalent thread cost in Empyrean Merits for a Very Rare is 600 (30 E-Merits * the 20 Threads you can get for an E-Merit).I agree, which is why I suggested adding these recipes in the first place. We just have a different opinion on what "cost prohibitive" is.
Although technically speaking I suggested 10%, and 150 is slightly higher than 10% (136 would be 10%, and 120 would reflect the relative value of rares and very rares).
That seems like a more reasonable starting point to me, given that the system seems designed purposely to discourage the pure-thread approach to Very Rare components. The presumed price should be based on the presumed method of advancement, which is running trials. -
Quote:Truly, you have a dizzying capacity to proclaim the irrelevant. I'm sorry that you missed your flight, but frankly, your story doesn't even rate as a decent analogy. You're comparing a functionally meaningless choice in a game to a reservation you made with a real-life service. Honestly, I get a little tired of people dog-piling on how everything in their life should be perfect, irrespective of the effort, skill, or inconvenience that goes into providing the various, often-times freaking miraculous services in question.That you should pay better attention to what you're doing. I should know. Two years ago I missed Preview Night at San Diego Comic Con because I clicked the wrong airline flight and had a 9:30 PM flight instead of a 9:30 AM flight. I didn't get into San Diego until about 11pm, two hours after Preview Night was over. So don't even try whining about picking the wrong salvage.
You made the wrong reservation to ride in a cushioned chair, in a climate-controlled room, in a giant metal contraption -- through the freaking sky at blinding speed. If you arsed up the flight you wanted to take, even if it was the fault of the airline's website or whatever, it's still just a tad understandable that they might not have been able to fix it for you in time.
This is a game. No one else can possibly be inconvenienced if I happen to hit the wrong button in a mandatory reward screen that pops up at the end of every endlessly repeated trial. More importantly, choices in a game should be meaningful, but they should also serve some useful purpose. There is no depth or true complexity to the Incarnate crafting system. What passes for complexity in the Incarnate crafting system is entirely a contrivance, based purely on misplaced and over-important flavor text. For all that you and others want to criticize me (as proxy for anyone who may have picked the wrong option), on the basis that I'm too unfocused or too lazy to deserve the reward that the game saw fit to reward me -- I could just as easily accuse you of being naive and shallow for accepting the arbitrary flavor-text distinctions among crafting components as if they add richness and depth to our long-awaited end-game system.
Neither of those is a reasonable or relevant rebuttal in this discussion. You have once again proven unresponsive. You refuse to answer the important questions, and instead content yourself with oblique personal attacks. The only reason I even bothered to respond to this post of yours was that I wanted to get that airplane rant off my chest. -
Quote:And ... you prove that you're only interested in talking about how well you deal with the Incarnate crafting system, rather than talking about whether it's well designed. You get an A for extraordinary unresponsiveness.It's not mental superiority I'm talking about, it's focus. When I go into the trial, I already know which Incarnate Power I'm looking to upgrade. That way when the reward table appears I know exactly which Incarnate Power I need to look at to know what drop to chose. Unless I get the uncommon table in which case I pull up my salvage and chose whichever uncommon salvage I have the least amount of. I only look at the other Incarnate powers if I get a drop I actually can't use on the power I was focusing on. By focusing on one power at a time, I was slotting tier 3's into each Incarnate Power when I finally got each one unlocked, and was working on tier 4's before I got all 5 opened up.
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Quote:We're not discussing the randomness of component drops. We're discussing the gratuitous penalties for making what amounts to an accounting error on the reward-selection screen.Actually chess isn't a fair game. Since black goes second their first move is always a reaction to whites first move. Therefore black always starts the game on the defensive.
And most games have an element of luck involved. Dice to be rolled, cards to be drawn. So is it fair if one player always gets the good roles and draws the right cards every time? No it isn't. Plus experience and knowledge can mean a lot in some games. Rules != Fairness.
Do you really feel like keeping track of all the functionally redundant components is, in Uber's words, "a 'challenge' that [players] need to overcome through proper planning, and therefore 'win' by choosing the right thing the first time?" How is the already grindy gameplay of the Trials improved by that wrinkle?
If we both do the same trial, and both get functionally the same reward table, then what purpose does it serve to penalize me for choosing the wrong permutation of the same component? Whether I simply have a brain fart or a misclick or hell, even if I change my mind down the road, how is that penalty gameplay-relevant? Does my ability to use a pen, outside of the game make me a more deserving participant on a given Incarnate trial than the next guy who just plays it by ear? -
Quote:Said it better than I did.I think there's a disconnect here where almost no player I have encountered (barring a few on the forums) considers the "value" of the item to be the number of Threads required to create it from scratch. Instead, because almost none of them are creating this way in practice, they are measuring the value of the item in terms of the time it takes them to obtain the requisite number of Threads by running trials, and the opportunity cost those Threads spent towards this conversion represent relative to building up their tree to the point required to create a Very Rare power.
So far, I play the Trials for Uncommon, Rare and Very Rare drops (and of course to unlock slots), and I have historically broken down Astral Merits and Uncommons into threads to create Commons, which I have received exactly twice in around 120 successful trials.
Based on that playstyle, a Thread cost of 150 is a large opportunity cost to me, because it represents a large number of Commons that I have, to date, had to create from Threads. For 180 Threads I could go from having a Rare (only) version of an Incarnate power to having the Very Rare. Having to spend an extra 150 Threads on that is not a 10% loss in "value", because it requires me to earn an extra 83.3% of the Threads I needed to slot the Very Rare version, assuming I was starting from an existing Rare version. If I already had my second Rare crafted, it's an even larger increase.
Measuring the "value" using a metric only that only applies to the hard-core solo way of earning a Very Rare doesn't seem very meaningful to me. -
Quote:No it doesn't. It shows you what required salvage you have and what salvage you don't have, for a particular recipe. It doesn't show you whether you need that salvage elsewhere, too. There are four Incarnate powers in play here, for each character you decide to run through umpteen trials. That's why it's infinitely easier to write out a checklist beforehand.Personally, I think you're making it complicated for yourself. When I get the reward table I immediately pull up the incarnate window and see if I need any of that salvage for the power I was wanting to upgrade. The recipe will show you what salvage you need but don't have.
I realize that any time anyone makes a complaint about the design being counter-intuitive or needlessly complicated, it's a lovely excuse for people to pile on and crow about their own mental superiority. I'm not saying that the Incarnate crafting system is beyond my feeble brain to process. I'm not even saying that I personally have any particular difficulty with it; after a couple of Trials, I simply sat down and wrote out lists of the components I need for each power.
My only contention is that Incarnate crafting is designed in a needlessly complicated manner, in the same way that any computer program can be usable without being user-friendly. Are you honestly disputing that point, or is this just a case of talking down for talking down's sake? Your commentary can be summarized as, "It's not that hard." So let's stipulate that you're right about that, but I ask you: Is it good design?
Apparently, the devs even agree with my position to some extent, because otherwise they wouldn't have added sideways conversion at all. I've already conceded that the costs for sideways conversion are much better than I initially thought, just from looking at the OP's screenshot. (See response to Arcanaville.) So now I'm left debating you over the underlying design, the flaws of which the devs have tacitly admitted.
Quote:Actually there is a functional purpose for having different types of same tier salvage. It's to keep the vast majority of the player base from complaining about yet another type of currency.
Quote:Think about it, what's the functional purpose of invention salvage? Nothing. Plus, given how little salvage there is at each level there is rarely a wrong choice. You'll probably need it for another power later on.
Post-Alpha Incarnate components, by contrast, are only awarded for two specific tasks, are untradeable and (were) basically unfungible (the breakdown rates being what they are, and initially lacking any sort of sideways conversion path). What we have is a system that is grindy by design, which is fine, but then on top of that, the devs decided for some unfathomable reason to add gratuitous penalties -- entailing more grinding -- to each misclick in a mandatory end-of-trial menu.
Quote:* To create a Tier 4 you need 2 Common salvage, 1 Very Rare salvage, and any 2 Tier 3's from that tree. As long as you're happy with your first Tier 3, exactly what the 2nd one is isn't very important. You just need to build it. -
Quote:Ok, after looking at the patch notes, I see that it's 10%. My bad.With those conversion costs you could argue that the system rewards foresight, but only by ten percent. Even if you pick the wrong thing every time, your costs will not be more than ten percent higher than the person that picks the right thing every time. That's not a huge disparity to provide a meaningful but not excessive benefit to either being lucky and getting what you happen to need or planning ahead enough to pick what you need consistently.
Still, it's only 10% of the cost if people are actually paying that cost. The sideways costs for Common, Uncommon, and even Rare range from trivial to acceptable, because it's at least plausible that a lot of people would pursue them through brute-force thread conversions -- but using threads to buy Very Rares seems to be very heavily discouraged. If I got the Very Rare through a reward table or through a straight-up Empyrean Merit trade, then it's hard to look at 150 threads as a minor proportional expense. (Actually, don't E-Merits break down into 20 threads? So 30 * 20 = 600, which means that the sideways conversion can be considered as much as 25% of the cost, if you're using the seemingly approved method for obtaining Very Rares.)
On the other hand, you don't need very many Very Rares, and you probably should be expected to select them carefully.
Frankly, I'm more annoyed with the underlying design that seems to prioritize flavor text over functionality than I am with these conversion costs.