PrincessDarkstar

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  1. Quote:
    Originally Posted by Another_Fan View Post
    I wouldn't make that conclusion. There was considerably more going on. I think its pretty safe to say that going rogue and f2p didn't result in a net influx of players into the game.

    My own thought is that I18 further fragmenting a game with an already declining population was a bad idea.
    I think GR was probably the start of it, it looks like both GR and incarnates got lots of people back to test them, and both times they didn't stay long.
  2. Quote:
    Originally Posted by Nethergoat View Post
    See, I can whip up baseless anecdotal evidence just as well as the next guy!
    Well done on being able to make stuff up (From your posts I would be surprised if you ever had enough friends to know if they were leaving or not, do you ever say anything nice?). I can do the same but I can also say what I see.

    Hell I can even use facts!

    Check back to the sales figures above. Then remember that Freedom was launched in August 2011 so that are actually now making more money per person than they were before (From what some people say they buy it seems significantly more), yet still managing to make less money overall.

    That means there are less people spending money, and thus less people playing.
  3. Quote:
    Originally Posted by Smersh View Post
    Purely as an aside - if I was making an "I hate psionics" build, I would look to Dark Armor.
    I would make a Shield toon, but that goes for anything really.
  4. Quote:
    Originally Posted by Justaris View Post
    Right, naturally for Minerals to be effective you'd want to slot the other armors as well. Given the thread title, this just seemed an odd approach. I think a Stone/Ice/Soul would do just fine for the vast majority of content, it should be a great tank, but I wouldn't called the above an 'I hate psionic' build. The OP specifically mentions he wants psionic defense in his post, which prompted my comments.
    Ah, I read it as 'i have a stoney and because i want to survive anything i need to plug the psi hole', but it is easy enough to read the other way and reading it back the 2nd time I read it the way you did myself.

    So you probably had a better point than I gave credit for. Apologies.
  5. Quote:
    Originally Posted by Stone Daemon View Post
    No, they've nerfed the ticket rewards beyond the exploitable stuff like ambushes. Say you have a mission filled with enemies. It takes more enemies to kill to get the same amount of tickets than it did a year ago. It's not really worth it, anymore.
    But it was too easy to get tickets in the first place.

    Would have been better off with no rewards at all.
  6. Quote:
    Originally Posted by Nethergoat View Post
    as are you, me, this planet and the entire universe.

    But your penetrating insight is greatly appreciated.
    Your wit, it seems is the only thing bucking that trend.
  7. Quote:
    Originally Posted by Another_Fan View Post
    Well that was unexpected. (no not really)
    I just double checked your figures.

    Incarnates released on 05 April 2011, so the sales figures from that count in the large boom of 2011, then the sales figures go down to less than they were before that, and stay pretty steady at that level.

    So basically incarnates drove away almost half a million dollars per quarter of sales?

    Am I the only one seeing that?

    Edit: At the very least that shows there was huge interest in incarnate stuff, and it failed quite dramatically to hold anyones additional attention.
  8. Quote:
    Originally Posted by Justaris View Post
    If the intent is to have good defense against psy, you should probably slot Minerals better than you have. Can't give much more detailed feedback now, can't open Mids from work, but that's what jumps out at me immediately. For someone who doesn't like 'how one-dimensional Tankers are' you seem to have made a Granite build.

    As an aside, if you really want a Tanker that shrugs off psy, you might be better served making a Dark Armor or Electric Armor tank.
    The one dimension strikes me as a comment more about doing nothing other than being a meat shield, not about building them.

    I did the same thing with my only tanker, all granite, make sure nothing can kill me type of thing (For when you really NEED a tank). I don't think it was meant to be a build that is just strong to psi (Hence why picking stone because it is stronger against everything else than anything else), and generally Psi doesn't come on it's own, so dropping granite for minerals isn't a great idea.

    I can't check the build at the moment though. So don't have much more constructive to add.
  9. Quote:
    Originally Posted by Golden Girl View Post
    The Balck Knights also taunt - I think it's one of the NPC upgrades they're rolling out to try and combat our vast levels of power
    Never fought them, I avoided most of the night ward stuff.

    I am ok with new groups getting new powers (Just about, I hate the idea of the game getting harder), but the patch note scared me into thinking it was common!
  10. Quote:
    Originally Posted by ResplendentMs View Post
    I knew I was going to regret not rechecking the patch notes. Still, the combat attributes need to be fixed, and it does matter now. I think it is wrong that a minion can stop a tank or a brute for that matter. If you pull multiple groups, it can really be bad. With all the graphic on screen finding the minion taunting you can be problematic.
    OMG I fought some PPD the other day who taunted me and I figured it was because my last toon was resistant to taunt that I never noticed this, but now I realise it is a new addition.

    Adding it to annoying enemies like PPD Awakened in Light Form is a really annoying idea (They fly f f s!). I haven't yet seen any other groups do it, but this has potential to be gameplay breaking depending on what uses it. And they should at least make it so that you auto target whatever taunts you when you hit the 'nearest target' button.

    I wrote somewhere else that I hope they don't mess with mez to try and make all types of toons vulnerable, it seems they already started with that.
  11. Quote:
    Originally Posted by New Dawn View Post
    A Brute can Tank for a team but shouldn't be as good as a Tanker.
    This might be a first but I agree with you.

    People aren't complaining that a brute is able to tank, they are complaining that they can tank as well as a tanker WHILE also doing more damage. The brute should have one advantage, and the tanker should have another.

    Quote:
    Originally Posted by ClawsandEffect View Post
    I agree.

    That's why I've been advocating Brutes getting those caps lowered.

    ATs have one set of caps for things that are not their specialty. This is across ALL ATs.

    Scrappers have a 75% resistance cap. That is the same resistance cap that is shared by everything other than Tankers, Brutes, and the Epic ATs.

    Tankers have the same damage cap as everything that is not a Scrapper, Stalker, Blaster, Corruptor, or Brute.

    Scrappers, Stalkers, and Brutes have the same base values for all survivability affecting things other than hit points. It is not unreasonable to assume that if Defenders, Corruptors, Blasters, Controllers, Dominators, and Masterminds had access to Scrapper, Stalker, and Brute secondaries their base values would be the same.

    Tankers have higher base values for all those things. It is significantly easier for a Tanker to reach a target number (like 45%) than it is for any of the other ATs. A Shield or SR tanker can reach the soft-cap with little or no IO slotting necessary. Scrappers, Stalkers, and Brutes cannot say the same.

    I don't believe Tankers deserve Brute damage caps any more than I believe Brutes deserve Tanker resistance caps.

    Brutes are the outlier that does not fit the template in ALL CATEGORIES. They have higher base and max HP than anything but a Tanker, higher resistance caps than anything but a Tanker, and a higher damage cap than anything. And all of their base values are AT LEAST as good as a Scrapper.

    If you look at the numbers for base HP, max HP, damage caps, and resistance caps on Paragon Wiki, it becomes very clear that Brutes do not fit in the same templates as every other AT in the game. They are overperforming in every single category, with no real weaknesses to balance it. If they were not so overpowered, every other AT would balance out. The only reason an imbalance even exists is because Brutes aren't playing by the same rules as every other AT regarding their balance point.
    I like this.

    Quote:
    Originally Posted by Johnny_Butane View Post
    So if Brutes get nerfed and Tankers are left the same slow, plodding, redundant aggro monkey they are (because lets face it, Tankers in no way a threat to Scrapper superiority), Scrappers look all the better for it.

    That's all I hear Claws saying when he argues for Brute nerfs instead of improving Tankers.
    It doesn't have to be the only change. Bringing everything into line is a great start though.

    Do you think that tankers should have the playstyle of a tank? If the game allowed it would that be what you want to do, or do you prefer not having to tank and want a tanker to be able to have some other role? Just curious, I don't follow you like some posters seem to.
  12. PrincessDarkstar

    TW questions

    Quote:
    Originally Posted by Nightchill_EU View Post
    Thank you. Any numbers on the haste percentage? Whats the standart rotation?
    I'm guessing since everyone talks about accuracy and kill steal that your attack has to hit something to start momentum.
    There isn't a haste percentage that I know, what actually happens is that each attack has 2 seperate animations, one that plays under Momentum, and one that plays without it. I am not sure if the faster animations are a set % faster than the slow ones or now.

    But you do have to hit for Momentum to start, which makes missing a double whammy because you can them be spending 6s not really doing much! And strangely the higher you get and the less likely you are to miss, the more you notice when you do.

    I don't really know the standard rotation, I remember working it out on another thread a while back, but I think that was for really high levels of recharge, and it was VERY endurance hungry.

    Edit: I dug up my old thread.

    The best chain is RA>FT>CB>AoD>FT>Repeat

    and the thread is here
  13. Quote:
    Originally Posted by Nightchill_EU View Post
    Fire: Has the best AoE damage
    I really wouldn't say that.

    Fire has Fireball, RoF is situational (With many drawbacks including long recharge), and Fire Breath sucks. Oh and the nuke has so many drawbacks I skip it entirely.

    AR or archery probably out AoE fire by a factor of 2 or more.
  14. Rather than talk about how safe a well played MM can be I will say that when I first started playing MM's I didn't like them too much, but then I made a Bots/FF and I found it a very easy and genle introduction where you can learn the tactics etc without really having to worry about much. At level 50 I soloed an AV by putting Provoke on auto and going toilet which most other sets can't do.

    This foundation then let me make the most of my second MM. I knew Bots/FF had it's limits, but it made a great tutorial before my Bots/Traps - which is like an advanced Bots/FF really.
  15. AssBot is the only one that doesn't usually need 6 slots (3 Nucleo's, Soulbound proc and damage proc is my preference, and I wouldn't slot it for bonus' if it meant missing the procs), so I would think is the only one that would have a free slot for the IO anyway.
  16. Quote:
    Originally Posted by Golden Girl View Post
    It's not - the Incarnate slots unlock in a certain order, just like powers in a power set.
    With a new type of XP to earn those rewards. Which is the point. And the only way to earn that XP in a realistic way (Farming DA arcs in the ozone is NOT realistic) is to run trials, which are massively different to the rest of the game.

    Edit: If for example the only way to get past 35 was to run the ITF repeatedly I don't think the game would have been as successful. And lets say they had IO's gated behind TF's in the same way ipowers are gated behind i-content. CoX was always the inclusive MMO, I don't like that changing.

    Quote:
    Originally Posted by Golden Girl View Post
    No one's being excluded from it - people who don't play the summer event are chosing not to play it.
    And there will always be team content in an MMO - we're geting more in the upcoming Issues, just like we've been getting it for the past 8 yers.
    I never said don't make any team content, I think things like TF's should require teams, but for special events that are only available for a small time and then gone again, they should really be there for everyone to see so we can all appreciate the work they did.

    For example why can't you just solo all 4 roles in the heist one after the other and pretend the timing doesn't matter that much?

    People's arguements seem to boil down to a childish 'cos dad (devs) said'.
  17. Quote:
    Originally Posted by StratoNexus View Post
    You might be surprised at how little this actually has happened on purpose.

    For example, you said, "-recovery, -end hardly even matter in the first place, but still seem to cause attacks to do less damage", but Electric blast has no attacks that are weaker than the damage formula dictates (unless you count Tesla Cage, but many mez powers do little to no damage). Energy Blast damage is not lowered because it has KB. Ice has massive mitigation but for awhile it had better potential single target DPA than any other blast set (Fire blast got buffed around Issue 7 in order to improve its damage and put Ice in second place, additional changes/additions have dropped it further).
    I haven't really paid attention to the development of many sets, but it was Dual Pistols where I noticed it and got really annoyed. Swap Ammo is what proves to me that secondary effects are over-valued, I have never seen anyone who is performance oriented suggest anything other than incendiary ammo. And when I looked at the secondary effects of the other ammos (Been a while so I can't remember exactly what is what) I felt they could be doubled and still not be that great compared to how useful the +dam is.

    I am happy to be wrong here though, in fact I would prefer to be wrong

    Edit: But don't get me started on that damage formula that conveniently misses out one of the most important parts ...
  18. Quote:
    Originally Posted by Gunbunny View Post
    I like the fact that you can onbly earn an enhancement every week. Hopefully this means that after two weeks, people are still willing to play.
    Or it could be great fun and people would play anyway? If you are worried that people wouldn't want to play it without the rewards surely that means the missions suck?
  19. Quote:
    Originally Posted by TheDevian View Post
    They should just switch it so everything that would give xp gives incarnate xp to the ones who are working on it and let us pick which bars we fill in what order beyond the alpha, get rid of the whole idea that you can only get incarnate xp in certain places. What it means as is that all content stops existing at 50, and only incarnate content can be done or you are wasting your time. As it is it's like this whole system was put in place solely to get more people to do their stupid trials.
    This is my beef and what has put off almost everyone I have ever played with. I just cannot understand the decision to make a new progression path that is so different to the rest of the game.
  20. Quote:
    Originally Posted by Energizing_Ion View Post
    Hey I'm a badger so I've done lots of "afk farming" for badges or doing pvp things for badges, or what have you...Heck even doing day job badges is something I don't like doing.

    Did I enjoy doing them? Absolutely not... Did I do them? Yes, because I want the badges so I thought the effort was worth the reward.


    If you don't think it's worth your time, don't do it.


    P.S. I'm not saying you shouldn't request content to be solo'able (or to be able to start it as a solo person).
    This makes little sense to me.

    You do things that aren't fun instead of asking for the things you don't like to be made more fun?

    I don't care about the reward from these arcs, but that doesn't mean I think it is a good idea to introduce MORE content that not everyone will experience.

    I won't comment much about badges because I think it is more akin to an illness than a way of having fun. And your post kind of shows me that with your 'I must do this even if I don't like it' mentality.
  21. Quote:
    Originally Posted by Rakeeb View Post
    Very true. I think that's why you're seeing experienced, knowledgeable players (to include yourself, of course) suggesting that it be easier to cast, have a better up-front impact, and a much reduced overall throughput.
    Quote:
    Originally Posted by Diellan_ View Post
    Precisely.

    This is exactly why I want this power adjusted. Edge case poorly balanced powers cause all kinds of issues that make the entire set difficult to adjust, and need to be nerfed.
    I wasn't really following this thread up until I decided to post and only skimmed a little, I didn't realise anyone else agreed
  22. Quote:
    Originally Posted by Reppu View Post
    A CHANCE to change KB to KD would have been a less silly idea, but oh well.
    I think the attraction to the proc is that is gets rid of the KB which most people hate.

    Making it a random chance would probably be worse than nothing at all because you then can't rely on the power in any situation.

    My first thought was to put it in Bonfire but when I looked at the damage I didn't think it was all that great anyway. I don't think it will be changed personally.
  23. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I completely agree. My rest suggestion was made prior to that announcement and I think the existing Blaster changes will probably work out better than just decreasing the recharge on rest (although I wouldn't mind seeing rest get reduced recharge as well).
    I think Synapse derailed one of his own threads elsewhere with talk of wanting to change rest. So a thread aimed in that direction might get looked at.
  24. Quote:
    Originally Posted by Diellan_ View Post
    They also track things like amount of debt gained and such to determine this.
    But do you think that /Mental stuck out as being the only secondary without a problem? I don't think DP makes any real difference until a build has massive recharge slotting.

    Previously it was an outlier because it was overpowered in the end game, but now it is weak in the levelling game and then overpowered at the end game, and I think that is worse balance than before.
  25. I love how I haven't seen a single person care about anything other than the KB/KD IO. Seems a really well designed set.