OfficeMan

Apprentice
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  1. My preferred solution to a problem like this would be a 'pet powers preference' interface. But that would probably get super effort intensive.


    Ex:
    My bruiser runs up and gets stuck on foot stomp, I have no problems. It's the hurl cycling that I have problems with. So, um.............. If I can edit my pet AI in a very basic way (a checkbox window that shows all my pets, with the option to set up two or three I can switch between) and have the decision tree sit on the client while the verification system sits on the server, my pet becomes less effective during lag but stops being such a [censored] otherwise.

    Now, I'm not a game programmer, but that's the way I would try and work it as a non-game programmer. I know AI's are a real mess.
  2. Hm. So the acc is really a necessity? I generally slot the recharge instead because I assume the to hit buff from soul drain and tactics and all the purple sets will keep me at 95%... Plus, I always plan to simply use AOE's to go around Vengance.

    Also, looking at this build it seems you could alternate Fire Cages and Psychic Shockwave, should you so choose. Wouldn't that eliminate the need for D.O.? I know my plan with my plant is to avoid taking it, although I assume I'll need it less.

    My plant build looks drastically different from your fire one; it's very interesting to me. 20+ percent less recharge, and that's just to start. Much less of a solo toon all around, though. Very interesting how the difference in play styles shows up so dramatically in the builds.

    I guess that's the real difference between the two to me - Fire is Efficient. Plant is hella fun, and efficient if you want it to be, but will never do the damage fire does.
  3. I'm waiting on i14, or I'd already have some results. I think the market is going to go down a bit, and I'm just holding off on spending any merits or money before trying it out.

    Note that I'll be doing things a bit differently; my build won't be as efficient as yours because I really enjoy playing my domi in team-play; I took the fitness pool, and I won't take the fighting pool in my final build. My current build has it, but I think I'm gonna switch it out for leadership.

    Additionally, I may - if I get to the point you're at where I can just hop along and pwn - up my toon count to eight and not bother killing the bosses. Just run, seeds / roots / DL / SD, ditch mobs, repeat.

    Have you tried doing this with an eight-man load and the difficulty at villainous? You might actually drop your kill times 20-30% and not affect your drop rates. Crappy for PL'ing, but it might be good for your bottom line.
  4. Thank you.

    I've necro'd your Fire / Psi build. Soon, I shall have a plant / psi to attempt to compete with it. Not on damage, oh no. On clear time. Soon, Gadget, soon..... Well, not so soon, seeing as the price of purples is freakin' outrageous and I can't really compete without them, but.... Yeah. Sometime.
  5. Having gone through your post history, I'm necro'ing this for the following reasons:
    1. I disagree with it as is; the healing from the Mu Guardian seems to be irrelevant in comparison to a well placed drain psyche... I'd put those slots (and that set, so you could put some recharge in the imps, which may or may not actually cause them to brawl faster) into your imps, and a few other places.
    2: I know you updated the powers used / etc because that information was in your other post.
    3: I am fairly certain you updated the sets used as well, because you can use the bonuses from Obliteration and the Pet Recharge sets; you may also have proc'd out Hot Feet even more.
    4. I think that even in your original build you had enough recharge to pull the third slot out of haste, and put it to good use somewhere.


    I looked at the build and switched out the powers a bit and redid the sets involved. The switch to soul mastery for soul drain was made. I pulled a slot out of dark embrace to get more defense, because defense is more important to a domi than resists in my experience.

    Note that a large portion of this slotting is based on the numbers in the powers window, which state that your pet does benefit from increased recharge being slotted. This may and may not be true; there is currently a bug involving the AI, where pets can get 'confused' - my plant / psi (which I'm basing a lot of this on; I have a fire / kin troller and a plant / psi domi) pet is dumb as all heck and will just stand there staring much of the time.

    Anyways, wondering what you think of this one. I don't have a toon with this powerset combo, but I do have friends with 'em, and your 26 minute runtime is something appealing; although I'm fairly certain I will eventually get close to it with my plant, if not beat it.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    PL meh Farmer: Level 50 Science Dominator
    Primary Power Set: Fire Control
    Secondary Power Set: Psionic Assault
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Power Pool: Fighting
    Ancillary Pool: Soul Mastery

    Villain Profile:
    Level 1: Char -- Hold-I(A)
    Level 1: Psionic Dart -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Acc/Rchg(5), Apoc-Dam%(5)
    Level 2: Fire Cages -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(27), Posi-Dmg/Rchg(27), Posi-Acc/Dmg/EndRdx(29), Posi-Dam%(29), TotHntr-Dam%(37)
    Level 4: Mind Probe -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(7), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Dmg/EndRdx(9), Hectmb-Dam%(19)
    Level 6: Hasten -- RechRdx-I(A), RechRdx-I(17)
    Level 8: Hot Feet -- Sciroc-Dam%(A), Oblit-%Dam(9), EndRdx-I(11), TmpRdns-Dmg/Slow(11), Erad-%Dam(17), Slow-I(19)
    Level 10: Stealth -- LkGmblr-Rchg+(A)
    Level 12: Flashfire -- Amaze-Stun(A), Amaze-Stun/Rchg(13), Amaze-Acc/Stun/Rchg(13), Amaze-Acc/Rchg(15), Amaze-EndRdx/Stun(15)
    Level 14: Super Speed -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(23), Zephyr-ResKB(33)
    Level 16: Invisibility -- LkGmblr-Rchg+(A)
    Level 18: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(25), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(43), RedFtn-EndRdx(43), LkGmblr-Rchg+(46)
    Level 20: Drain Psyche -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal/Rchg(21), Dct'dW-Heal/EndRdx/Rchg(21), Dct'dW-Heal(25), Dct'dW-Rchg(50)
    Level 22: Cinders -- UbrkCons-Hold(A), UbrkCons-Hold/Rchg(23), UbrkCons-Acc/Hold/Rchg(31), UbrkCons-EndRdx/Hold(31), UbrkCons-Dam%(31)
    Level 24: Assault -- EndRdx-I(A)
    Level 26: Boxing -- Empty(A)
    Level 28: Tough -- HO:Ribo(A), HO:Ribo(43)
    Level 30: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(33), RedFtn-Def/EndRdx/Rchg(34), RedFtn-Def(37), RedFtn-EndRdx(37), LkGmblr-Rchg+(40)
    Level 32: Fire Imps -- S'bndAl-Acc/Rchg(A), S'bndAl-Dmg/Rchg(33), S'bndAl-Build%(34)
    Level 35: Psionic Lance -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(36), Mantic-Acc/ActRdx/Rng(36), Mantic-Dmg/ActRdx/Rchg(36), Mantic-Dam%(42)
    Level 38: Psychic Shockwave -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(39), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Dmg/EndRdx(39), Armgdn-Dam%(40), RechRdx-I(40)
    Level 41: Dark Embrace -- HO:Ribo(A), HO:Ribo(42), S'fstPrt-ResDam/Def+(42)
    Level 44: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(45), Oblit-Dmg/Rchg(45), Oblit-Acc/Dmg/Rchg(45), Oblit-Acc/Dmg/EndRdx/Rchg(46), Oblit-%Dam(46)
    Level 47: Summon Seer -- ExRmnt-+Res(Pets)(A), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-Acc/Rchg(48), ExRmnt-Acc/Dmg(50), ExRmnt-Dmg/EndRdx(50)
    Level 49: Vengeance -- LkGmblr-Rchg+(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    ------------
    [u]Set Bonus Totals:[u]<ul type="square">[*]17% DamageBuff(Smashing)[*]17% DamageBuff(Lethal)[*]17% DamageBuff(Fire)[*]17% DamageBuff(Cold)[*]17% DamageBuff(Energy)[*]17% DamageBuff(Negative)[*]17% DamageBuff(Toxic)[*]17% DamageBuff(Psionic)[*]4.88% Defense(Smashing)[*]4.88% Defense(Lethal)[*]4.56% Defense(Fire)[*]4.56% Defense(Cold)[*]7.06% Defense(Energy)[*]7.06% Defense(Negative)[*]3% Defense(Psionic)[*]6.75% Defense(Melee)[*]11.1% Defense(Ranged)[*]6.13% Defense(AoE)[*]4% Enhancement(Heal)[*]127.5% Enhancement(RechargeTime)[*]78% Enhancement(Accuracy)[*]61 HP (6%) HitPoints[*]Knockback (Mag -4)[*]Knockup (Mag -4)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 6.9%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 4.7%[*]MezResist(Terrorized) 4.7%[*]18.5% (0.31 End/sec) Recovery[*]54% (2.29 HP/sec) Regeneration[*]10% Resistance(Smashing)[*]10% Resistance(Lethal)[*]25.4% Resistance(Fire)[*]25.4% Resistance(Cold)[*]10% Resistance(Energy)[*]10% Resistance(Negative)[*]10% Resistance(Toxic)[*]10% Resistance(Psionic)[/list]
  6. Drat.

    Drat.

    And double drat.

    No freaks in mangled business suits in my arcs? Foiled!
  7. Will you be able to edit the costumes of current mob classes and inherit all the other properties of said mobs?
  8. Hm. So have you tried throwing bile spray into the mix instead of suppression? Damage is better, in my experience. Especially after three venom grenades.
  9. Redside market is horribly borked. Just an FYI.
  10. Training level by level is annoying, BUT having a VEAT at 50 and then having to not only train level by level but also switch out and do an extra half build because at 24 you get a free respec is even more so.
  11. And this is what I'm working towards... Current price on the market is something like an extra 700M, including the LOTG's, Apoc's, and Grav Anchors.... My current build suffices as a 'railgun through a pack of kittens' in most cases; I Omega Maneuver, Poison Grenade, Bile Spray, and Suppression, and that cleans most spawns fairly well... The anchor would just make things quicker.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Office Spider: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Channelgun -- Decim-Dmg/Rchg(A), Decim-Build%(7), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg(13), Decim-Acc/Dmg/Rchg(13)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(37)
    Level 2: Longfang -- Apoc-Dmg(A), Apoc-Dmg/Rchg(3), Apoc-Acc/Dmg/Rchg(3), Apoc-Dmg/EndRdx(7), Apoc-Dam%(9), Dev'n-Hold%(11)
    Level 4: Combat Training: Defensive -- LkGmblr-Rchg+(A), LkGmblr-Def(5), LkGmblr-Def/Rchg(5)
    Level 6: Combat Jumping -- Zephyr-ResKB(A), LkGmblr-Rchg+(25)
    Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dam%(9), Posi-Dmg/Rchg(19), Posi-Dmg/EndRdx(19), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(40)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def(15), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx(17), RedFtn-EndRdx(17), RedFtn-Def/EndRdx/Rchg(21)
    Level 14: Super Jump -- Winter-ResSlow(A), ULeap-Stlth(25)
    Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(27)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-End%(23)
    Level 22: Tactical Training: Leadership -- GSFC-ToHit/EndRdx(A), GSFC-Build%(23)
    Level 24: Mental Training -- Flight-I(A)
    Level 26: Venom Grenade -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(27), Posi-Dmg/Rng(29), Posi-Dmg/Rchg(29), Posi-Dam%(31), Posi-Dmg/EndRdx(31)
    Level 28: Fortification -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(31), ImpSkn-EndRdx/Rchg(33), ImpSkn-ResDam/EndRdx/Rchg(33), ImpSkn-Status(33), S'fstPrt-ResKB(34)
    Level 30: Serum -- Mrcl-Heal(A), Mrcl-Heal/Rchg(37)
    Level 32: Omega Maneuver -- Amaze-Stun(A), Amaze-Stun/Rchg(34), Amaze-Acc/Stun/Rchg(34), Amaze-Acc/Rchg(36), Amaze-ToHitDeb%(36), Det'tn-Dmg/Rng(36)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Dmg/EndRdx(39), S'bndAl-Build%(40), S'bndAl-Acc/Dmg/Rchg(40)
    Level 41: School of Sharks -- GravAnch-Hold%(A), GravAnch-Immob(42), GravAnch-Acc/Immob/Rchg(42), GravAnch-Immob/Rchg(42), GravAnch-Acc/Rchg(43), Posi-Dam%(43)
    Level 44: Bile Spray -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Knock%(46), Ragnrk-Dmg/EndRdx(46)
    Level 47: Summon Guardian -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Rchg(48), C'Arms-Acc/Dmg/Rchg(50), C'Arms-EndRdx/Dmg/Rchg(50)
    Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------
  12. This is approximately what I'm using right now, and it does pretty well. Not perma-pets, but close enough for government work.

    Villain Plan by Mids' Villain Designer 1.401
    http://www.cohplanner.com/

    [u]Click this DataLink to open the build![u]

    Office Spider: Level 50 Natural Arachnos Soldier
    Primary Power Set: Crab Spider Soldier
    Secondary Power Set: Crab Spider Training
    Power Pool: Leaping
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leadership
    Ancillary Pool: Leviathan Mastery

    Villain Profile:
    Level 1: Channelgun -- Decim-Dmg/Rchg(A), Decim-Build%(7), Decim-Acc/EndRdx/Rchg(11), Decim-Acc/Dmg(13), Decim-Acc/Dmg/Rchg(13)
    Level 1: Crab Spider Armor Upgrade -- S'fstPrt-ResKB(A), S'fstPrt-ResDam/EndRdx(37)
    Level 2: Longfang -- Dev'n-Acc/Dmg/Rchg(A), Dev'n-Dmg/Rchg(3), Dev'n-Dmg/EndRdx(3), Dev'n-Acc/Dmg(7), Dev'n-Acc/Dmg/EndRdx/Rchg(9), Dev'n-Hold%(11)
    Level 4: Combat Training: Defensive -- DefBuff-I(A), LkGmblr-Def(5), LkGmblr-Def/Rchg(5)
    Level 6: Combat Jumping -- Zephyr-ResKB(A), Winter-ResSlow(25)
    Level 8: Suppression -- Posi-Acc/Dmg(A), Posi-Dam%(9), Posi-Dmg/Rchg(19), Posi-Dmg/EndRdx(19), Posi-Dmg/Rng(37), Posi-Acc/Dmg/EndRdx(40)
    Level 10: Hurdle -- Jump-I(A)
    Level 12: Tactical Training: Maneuvers -- LkGmblr-Rchg+(A), RedFtn-Def(15), RedFtn-EndRdx/Rchg(15), RedFtn-Def/EndRdx(17), RedFtn-EndRdx(17), RedFtn-Def/EndRdx/Rchg(21)
    Level 14: Super Jump -- ULeap-Jump(A), ULeap-Stlth(25)
    Level 16: Tactical Training: Assault -- EndRdx-I(A), EndRdx-I(27)
    Level 18: Health -- Mrcl-Rcvry+(A)
    Level 20: Stamina -- P'Shift-EndMod/Acc(A), P'Shift-EndMod(21), P'Shift-End%(23)
    Level 22: Tactical Training: Leadership -- GSFC-ToHit/EndRdx(A), GSFC-Build%(23)
    Level 24: Mental Training -- Flight-I(A)
    Level 26: Venom Grenade -- Posi-Acc/Dmg/EndRdx(A), Posi-Acc/Dmg(27), Posi-Dmg/Rng(29), Posi-Dmg/Rchg(29), Posi-Dam%(31), Posi-Dmg/EndRdx(31)
    Level 28: Fortification -- ImpSkn-ResDam/EndRdx(A), ImpSkn-ResDam/Rchg(31), ImpSkn-EndRdx/Rchg(33), ImpSkn-ResDam/EndRdx/Rchg(33), ImpSkn-Status(33), S'fstPrt-ResKB(34)
    Level 30: Serum -- Mrcl-Heal(A), Mrcl-Heal/Rchg(37)
    Level 32: Omega Maneuver -- Amaze-Stun(A), Amaze-Stun/Rchg(34), Amaze-Acc/Stun/Rchg(34), Amaze-Acc/Rchg(36), Amaze-ToHitDeb%(36), Det'tn-Dmg/Rng(36)
    Level 35: Hasten -- RechRdx-I(A), RechRdx-I(43), RechRdx-I(46)
    Level 38: Call Reinforcements -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Rchg(39), ExRmnt-EndRdx/Dmg/Rchg(39), ExRmnt-Dmg/EndRdx(39), S'bndAl-Build%(40), S'bndAl-Acc/Dmg/Rchg(40)
    Level 41: School of Sharks -- Enf'dOp-Acc/Rchg(A), Enf'dOp-Acc/Immob/Rchg(42), Enf'dOp-Acc/Immob(42), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(43), Posi-Dam%(43)
    Level 44: Bile Spray -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(45), Ragnrk-Acc/Dmg/Rchg(45), Ragnrk-Acc/Rchg(45), Ragnrk-Knock%(46), Ragnrk-Dmg/EndRdx(46)
    Level 47: Summon Guardian -- ExRmnt-Acc/Dmg/Rchg(A), ExRmnt-Acc/Dmg(48), ExRmnt-EndRdx/Dmg/Rchg(48), ExRmnt-Acc/Rchg(48), C'Arms-Acc/Dmg/Rchg(50), C'Arms-EndRdx/Dmg/Rchg(50)
    Level 49: Assault -- EndRdx-I(A), EndRdx-I(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Conditioning
    ------------
  13. Oh. Lemme just put a few things in here:

    Objective Feedback

    The infamy price of purple IO's and recipes has raised dramatically on villain side.

    The infamy price of the vast majority of 'somewhat useful' TF drop IO's has raised dramatically on villain side.

    The infamy price of the vast majority of trial drop IO's has raised dramatically on villain side.

    Due to the huge merit bug, the price of Luck of the Gambler: Def / Increased recharge speed IO's has dropped 40% in relation to the rest of the market's inflationary shift. This gain has been offset by the phenomenal increase in the price of everything else I would like to go into my build.
  14. Actually, if any devs are reading this, there's one thing I would like out of the merits system: a couple "Complete Random Roll" buttons.

    5 merits, at any level, buys you a shot at a random IO out of all the pools, including purple. 10% chance of common mish set, 32% chance of rare mish, 30% chance of trial, 25% TF, 3% Purple. This roll would have two settings : min level and max level, meaning you could roll for either the maximum level for that set (skill enh best) or the minimum level for that set (proc best)....

    It's low investment, and would be fun.
  15. Okay. I posted in the i13 forums, and I'd like to repost much of what I had to say.

    As a note before I start on a tirade, I'd like to say I've been a gamer and an MMO gamer for over 15 years, and I'd like to say that this is one of my three favorite games ever. I haven't posted much, but I like your game and got so addicted at one point I had to run the other way. Thank you for making something so enjoyable that has helped me through a fairly hard time in my life. That said..... Here come the nasty sucker punches.

    I was looking forward to the merit system. I've always seen this game as one 'designed for fun' - it's not SUPPOSED to be a farmfest like most other MMO's; you just play it and have a good time with low time investment. If you're a super-heavy gamer, you end up with a PILE of characters that have level capped. It's awesome. I played a few months and had three, with one or two more on the way.

    The merit system, from what I read about it pre-i13 beta, was supposed to enforce that. Want the uber stuff for your character without relying on brute force to court random chance? HERE! EARN IT! Earn it and have some fun! Unfortunately, this is not the approach the implementation took. Before I realized I was getting a free weekend, I resubscribed for just a month; after seeing the implementation, I'm a bit sorry I did.

    The way I see it, there are four problems with the merit system as designed:
    1. It's stingy. Katie Keeps Giving One Random Roll should have been a guideline. Katies were run so often because - news flash - a tiny time investment that everyone could get in on (even casual gamers) gave a nice reward. The idea, in my perception, was to expand that average 'casual gamer' group's task set beyond Katies. Reducing the reward on Katies doesn't give them incentive to try other stuff, it's just nerfing the crap out of what they were already doing. Frustrating, not productive. I'd suggest cutting the random roll prices in half as a QUICK fix, but there are better and more sweeping changes I'd prefer.

    2. It's covering up larger issues. The reward pools were a fairly weird idea. "Everything drops out of the same pools, except when it's a really hard task. Then, it drops out of one of the really hard task pools. Except for the X and Y and Z items, which are indeed going to......." Complicated? Yeah. Rather than introduce the merit system, perhaps reorganizing the pools based upon what was expensive in the market might have been a good idea.

    Note that there's no real logic to 'trial roll' and 'task force roll' now. You just threw the old pools into the merit system without thinking about what they were meant to represent. The really annoying thing about the old pools was that you put a huge amount of effort into, say, a Doctor Q, and at least half the time got something you couldn't use. This means that if you have a capped character, you have to be just playing a TF for the fun of bashing stuff to do it more than once. I'd suggest a more directed merit reward roll pool; something that had 10 IO's in it (one of which is a LoTG, one of which is a Numina's, one of which is a +rech / + recovery, etc. etc.) and cost 50 to roll on - or a Purple Pool that cost 300 to roll on, well, that would make more sense. But just inheriting the old pools made no sense at all.

    3. It's designed to be gamed. The 'average run time' concept makes sense in the abstract. That said, in implementation, what happened was incentive for speed runs. Now, if it weren't so stingy (2x STF / RSF buys you almost anything, 5x Katie does as well would be my suggestion) noone would worry that much about it. They'd just set to running stuff fairly quickly and having fun. But since it's so bloody stingy with weird holes (the PB arc? 29? You're kidding me. You didn't look at that number and say, "Wait, this hasn't really been RUN MUCH since before IO sets, has it?") the first thing everyone did was try and find the holes. You're going to plug them, and noone will be happy. Lame. I like the idea of alternate builds - it's super cool. I was thinking about building all my characters out twice. In implementation, if the merit system had not been a bit tight-fisted, it would have doubled (and when you updated the system to have as many builds as tailor costumes, more than that) the amount of time I was willing to spend on my chars. Instead, it's disheartening how much stupid grinding I'd have to do to equip my characters.

    4. Team / Paper missions don't give out merits. Hey, here's an idea: Reward People for playing how they want to play. Not running much content? Is there a reason for that? Hm. Well, maybe we should look into the reason and fix that.... If it's unfixable, maybe we should just reward people for doing it how they want to do it. Paper missions are awesome for low-organization play. People run them because they want to be casual gamers and just mess around for short periods. I can't believe you don't want to reward that; it's just such a good thing all around....?

    Overall, yeah, the merit system is kinda cool. I mean, I can still roll for my random roll if I want it. But it definitely needs some tweaking. (Can you imagine a newbie trying to figure out the merit system? I mean, wtf? Task Force? Trial? Hello? What's this 'random drop', which pool is this 200 merit thingy in, etc. etc. etc....)

    Anyways. That's my two cents. Have a good one, and hope it works out well.