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Quote:This is a problem because the tools that currently exist in the game to improve endurance efficiency are insufficient to this task, though they do help somewhat. I should also note that the problem is largely notable when soloQuote:In this thread, I've said that the amount of attention one has to pay to doing this, and the degree to which it is effective, isn't adequate. Other threads have had similar courses.
- Solo AV's: Encounters that take up to several minutes of continuous nonstop combat and have been done with every AT. Defenders, Controllers, Scrappers, Blasters, Tankers, Corruptors, Brutes, Dominators, Masterminds, Stalkers, Kheldians and VEAT's have all done it.
- RWZ pylons: Again, something that requires several minutes of nonstop combat and endurance use, far in excess of anything a player would encounter in the normal PvE game.
- Giant Monsters: Something that occasionally an entire team can have trouble with, yet can still be accomplished by a single player. Yet again, this requires continuous, max rate endurance use for up to 20-30 minutes.
- Solo running Taskforces: I (and many other players) ran Positron dozens of times solo with a character that didn't even have Stamina. BillZ did all 6 Freedom Phalanx TF's in ONE DAY solo. The ITF has been completed solo.
- Normal PvE content set for x8: Many players run normal missions solo set for a team size of 8. If single players can deal with the spawns that a full team of players normally encounter without running out of endurance, how hard can it be to optimize endurance use for normal difficulty?
- Farming: This is all about speed. Wasted time cuts into efficiency. So, once again, we have solo players, set for maximum team size, running maps that may require 10-20 minutes to clear. They are constantly on the offensive, with no pause or rest, running as fast as possible, yet can manage this without running out of endurance.
Still waiting for you to refute this... -
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Quote:Not possible. XP/Inf rewards are divided by the number of team members. As your team size increases, the rewards per kill will decrease, even with factoring in the modifier for team size.That's just it. Your math assumes just teaming multiplies the reward. That isn't what I've seen. What I've seen is this:
Solo: 10,000 inf per kill
Teamed : 10,000 inf per kill but we kill them faster, thus can defeat more enemies in the same period of time.
If what you say is happening, is really happening and not just misremembering on your part, then you've discovered a heck of a bug. -
Quote:Bzzt! Wrong. Thanks for playing.Panzer, you're citing fringe cases, unless you're suggesting everyone can solo AVs and 8 man missions and whatnot. I'm interested in what's best for all (yes, including myself). I will say the problem is far more manifest solo because your team is doing things for you when you can't. Thus you don't notice it as readily.
You made an unambiguous statement: endurance problems "can't be sufficiently mitigated."
I pointed out multiple examples that directly contradict your statement. If a player can mitigate endurance issues enough to do the hardest possible things that exist in the game while solo, things that are supposed to require full teams to accomplish, then by any definition possible, endurance issues can be "sufficiently mitigated."
And way to completely skip over and ignore what I related about my teaming experience earlier tonight... -
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Quote:"Can't be sufficiently mitigated"?The question becomes, "is the endurance mechanic a reasonable challenge?" I've put forward the notion that it isn't. It's excessive. It impacts virtually every aspect of the game and can't be sufficiently mitigated.
Tell that to the players running missions solo set for a full team of 8 without pausing or resting.
Tell that to the players soloing AV's without inspirations or temporary powers.
Tell that to the players soloing entire Taskforces. I used to speedrun the old Positron TF for merits all the time. I somehow managed to "sufficiently mitigate" my endurance issues without stamina enough to make thousands of merits soloing that TF. Unpossible!
Heck, tell that to the players just running normal content. I just finished playing with a team of low level players tonight. Two of them were new to the game. All were below level 20, except my Scrapper at 22, so none of them had Stamina. No one was ranting about endurance problems. We didn't rest between spawns. We just played normally.. If two brand new players can understand how to deal with their pre-stamina endurance, I'd call that more than "sufficiently mitigated".
Amazing that two new players, that don't know all the intimate details about game mechanics and powers can deal with endurance just fine, yet to you it is apparently an insurmountable obstacle. -
Quote:That bug with the new & 'improved' market has bitten me for a bit over 150 million influence to date. It seems to be an issue with lag, but may also be related to the warning pop-up for large posting fees.Maybe should go in the tech issues and bugs forum, I'm not sure. I did petition it but I wanted to put up a warning for others too.
I was trying to post a military cybernetic redside for 3mil.
It posted my 4 luck charms, *6* items down, for 3mil each.
The warning box still only warned it was going to cost me 150,000, which I knew. But it ended up costing 600,000.
I'd suggest waiting a moment and being sure that the chat window reports that the item you placed in the market slot has actually been placed in the market, rather than relying solely on what the interface is showing you. I'd also suggest when the warning first pops up, selecting Don't Show Again on the warning prompt, clicking No, and not posting the item. Then after the prompt closes, post the item for sale.
The prompt has been identified as a possible part of the bug, per this thread: http://boards.cityofheroes.com/showthread.php?t=221436 -
Quote:I'm not sure what you're getting at with Fortitude. Fortitude is a powerful buff, that lasts for 2 minutes and has a base recharge time of 60 seconds. It can't be maintained on an entire team like SB can. Fortitude is a great example how increasing the buff duration of SB would result in balancing it somewhere else. Either by decreasing the buff amount or vastly increasing the recharge time. Would the overall player reaction be positive or negative if SB's duration was increased to 4 minutes, but its recharge was 60 or 120 seconds instead of 2 seconds?I would be more inclined to agree with this assessment if not for the existence of Fortitude, which actually does work this way.
I would see no balance issue whatsoever in normalizing low-recharge ally buff durations at 4 minutes. Shorter is clearly annoying; longer and people start asking to be able to opt out, which while not entirely unreasonable is a headache I doubt the devs want to create for themselves at the moment. -
Just a couple general thoughts..
With your current slotting, Accelerate Metabolism is not quite perma. It's close, but not there. Fire/Rad burns endurance like crazy, even with 100% uptime on AM. I wouldn't want to miss out on even a few seconds of AM.
Hot Feet isn't slotted for nearly enough End Reduction. All those procs are nice, but you'll be burning a lot of unnecessary endurance to support them.
You can pick up more recharge easily. First, by dropping Recall Friend for Combat Jumping and slotting a LotG +rech, then by exchanging Air Superiority for Hover and putting another LotG in that.
Already mentioned by SBeaudway, but I agree 100% with slotting some accuracy into Choking Cloud. -
Quote:True... But what are you willing to give up for that increased convenience? Quadruple the duration and cut the endurance and recharge buff from +50% to +20%?This wouldn't be such a big deal if buffs lasted a while and you didn't have to reapply them every other minute.
Speed Boost is a powerful buff, that lasts a short time. Pure speculation on my part, but I would guess the intent behind the duration, is that it is not intended to be used as a perma buff to an entire team, rather than being used only when necessary on a limited number of team members. Yes, it CAN be used to keep an entire team constantly buffed, but requires sacrifices on the part of the buffer. Take away that, and something, somewhere has to be given up in exchange for the sake of balance. -
Without getting into the whole issue of SB (or any other buffs) being expected or demanded, the above action smacks of being a major prima donna, and I personally wouldn't tolerate such behavior from any buffer on a team I was leading.
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The store interface was one reason (among others) that I completely blew off store bought enhancements when I first started playing and went straight to IO's. I think a change to the store interface would be a good thing. As long as it's not designed by the same folks that brought us the new & 'improved' auction house interface..
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Quote:Which means scattering wildly and running away from melee to the furthest corners of the map even when they have 90% health remaining.
http://boards.cityofheroes.com/showthread.php?t=223626
Patch notes for build 1800.201005212331.1T
COMBINED
Powers
General
- Critters should behave as they used to again.
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Quote:Then get involved with your server's global channels. Don't take this the wrong way, because it's not really directed at you per se, but it always boggles my mind when I hear comments like that. There are TF's forming all day long, every day, on my server. It's not unusual to see two or more forming at the same time. I can start one up at almost any time of the day or night, and have a team formed within just a few minutes.That's a good point, but the main problem there for me is that the declining server population makes it hard for me to find a team to do anything, really. Much less find TF teams to farm merits.
I can't speak for other servers, but I'm pretty damn confident that if Protector, a fairly low-population server, is that active, then the others are too. You just need to look in the right place... -
Other sets use two-handed animations just fine with Shields. Fire Melee, Super Strength, Energy, Electrical & Dark Melee all have two-handed animations. I think as long as there is not an 'object' in the shield hand, it'll work perfectly fine with Shields.
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Ya know, I almost typed out that exact disclaimer in my post... I think it is pretty safe to assume though, as the only sets that are precluded from using Shield Defense are 'weapon' sets that use the shield arm. I don't see any possible for Kinetic Melee to fall into that category.
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Quote:I am constantly amazed at the number of players who go into combat leaving Sprint, Superspeed, Ninja Run, Fly, etc. toggled on, and end up having their blue bars bottomed out all the time. I suspect these are the exact same type of players that complain about how the endurance mechanic is 'broken' and that it takes all the fun out of the game...Turn Sprint off while fighting. For that matter, turn travel powers off while fighting.
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76 would be correct. 10 primaries (with Kinetic Melee) * 8 secondaries = 80. Remove the 4 that are precluded by Shield Defense, and you're left with 76.
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Damage resistance caps vary by AT.
Tanker, Brute:90%
EAT/VEAT:85%
All Others:75% -
Quote:Even a broken clock is right twice a day...I'll also point out that the thread they linked to earlier mentioned increasing Defender damage, which they ALSO did (even though I was flamed vigorously for suggesting it).
Hmm. Maybe I do have some magic ability to influence the devs.
(or maybe I'm actually identifying problems that need worked on?) -
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You're right.. It's totally a pet peeve of mine. Everyone else obviously enjoys seeing the same tired, old, dead-horse topics brought up over and over and over and over and over again, week after week.
I think I'll wander off now and go post a thread in the controller forum asking if anyone has any fire/kin builds... Maybe ask when the devs are merging the servers... -
Quote:Umm.. What's so hard about clicking Search, entering the keyword "respec", selecting Search Titles Only, then scrolling down and highlighting Suggestions & Ideas?How about this just ignore it and don't waste your time reading it. Because frankly I find the search feature on here pathetic so if I have a question I ask and I don't care how often its been asked before.
Took me a grand total of 5 seconds to find 29 other threads about respecs in Suggestions & Ideas just now. -
Quote:Nope. It's a very original idea and certainly has not been brought up at least a couple hundred times in the past...Has there ever been a discussion on why this route wasn't ever taken? Not sure how it could hurt the game if it was possible.
P.S. Search is your friend!