PumBumbler

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    2018
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  1. This is a great idea! Good luck to everyone and thanks to Nuppie for hosting this.

    It's people like you and Cai that make Justice the best server out there. Even though Justice is dying. >.>
  2. Quote:
    Originally Posted by Heraclea View Post
    When I try to bring a character without mez protection on a ship raid, all I do is run back and forth from the hospital.
    Someone needs to bring a bubbler or FFG to the ship raid to help the squishies out. Otherwise the results tend to be sub par.
  3. Quote:
    Originally Posted by Johnny_Butane View Post
    The challenge level of the content has been fine for years and until just recently when the devs got a bug up their **** and decided they need to ape WoW and try for some 'dynamic' battle like CO.
    Enhancement Diversification. GDN. Troller 'rebalancing'. Travel Suppression in PvE.

    Not everything is about you. Or me. It's just a game.
  4. Quote:
    Originally Posted by UberGuy View Post
    I work with numbers and optimize as a matter of my daily existence. It might shock you to consider that I enjoy doing those things, and ability to do them comes to me rather naturally. I'm sorry that I therefore find it fun, easy and casual to do something with this game you think takes the attention of a 2nd job, but that's just the shakes.
    You don't even need to *know* the numbers. I'm blissfully ignorant of the numbers and most of the mechanics of the game and I limp along well enough. If this was considered like a 2nd job or 'work' for me I'd be long gone.

    It's a game, and if the game ceases to be fun, quit. I left this game for a while and that was all it was, a game. It was the community that drew me back in, but that's a different story.

    Quote:
    Originally Posted by Nethergoat View Post
    In my hypothetical D&D campaign the only reason a level 1 party with blunt sticks and butter knives can't take down Tiamat are "arbitrary, completely artificial" limitations called THE RULES.
    I use my +20 Blunt Stick of Holy Smashing on Tiamat and throw my Elven Vorpal Butter Knife at Tiamat.

    Quote:
    Originally Posted by Flarstux View Post
    Did the devs win or lose the fight with AE?
    I think Posi lost that fight after his tantrum. Now the devs seem loath to penalized anyone for AE exploits.
  5. Quote:
    Originally Posted by Chaos Creator View Post
    I'd say they've already been crushed based on NordBlast's screen shot.
    20 min Tin Mage, no HVAS or Shivans, plus Dodger badge. Looks like sub 20 minute Tin Mage TF is easily doable.

    http://boards.cityofheroes.com/showp...&postcount=273
  6. I like the fact that people here like to argue with folks who are known not change their minds. Ever. It makes the forums a place where people will never get agree on anything.

    Personally, I like the new encounters, I don't think they've gone far enough. In the beginning I thought it was too extreme, but in retrospect, it is quite easy once you understand the mechanics involved. However, it may be too extreme for the current playerbase that has been raised for the last six years on a game that has continually gotten easier instead of harder.

    Without a challenge the game itself would be dying a slow and horrible death, which I think it was. Adding new gimmicks and new game play to make things at least have a modicum of threat is absolutely necessary to making the game (endgame) have any worth. Otherwise rewards without any risk aren't very rewarding in the end.

    To that end, the developers must confront the fundamental question of how often they want encounters to fail, or tasks to be insurmountable, and by what percentage of the players.

    This is the tricky part of game development and I know that pleasing players seeking a greater challenge may alienate other players who think the current challenge is already fine.

    Everything before incarnates was always touted as being "optional". The game was balanced around SOs, and you did not need to worry about much else in order to play the game. The economy, IOs, PvP, side switching, all could be ignored and even flouted, and still play the game successfully.

    The incarnate system does change that. It requires you to do the incarnate arc before even allowing you to join the new TFs and it penalizes you for not slotting your incarnate.

    That gating in itself is upsetting to some folks but personally, I think it is OK as long as the developers don't abandon everyone else in favour of the endgame content only. That means that more 20-50 content should be implemented for Praetoria, but even more content needs to be introduced for the base game (Non GR, non incarnate folks).

    Unlike most other MMOs, this game in particular has never been of the hardcore loot and banding of players to a level range with every expansion. It would be a shame if this game solely went to a model like that one where some dragon jumped out of the ocean like some godzilla ripoff.
  7. Quote:
    Originally Posted by UberGuy View Post
    1000 is not 500-800. I go to raids where 700-800 is pretty common. People have reported 1000 at them, but I do not have first-hand experience with it from anyone I know personally, and people saying numbers that high has been very rare. And I'm talking about 1000+, not 500-800.
    I've gone past 1,000 once, possibly twice. Did not know that raid durations could be extended with the planting of more bombs. This was before the last year's patch which seems to have made the raids more lag prone.

    Now I can't tell how many merits I get because I never let them get below 9300 or so before raiding again. Most raids I will cap out again somewhere between half time and 2/3 time of the shields being restored. This is with 1 set of bombs only.

    Knowing that the raid time can be extended I can easily see 1200-1500 vmerit raids being possible within a single raid.

    Here are some handy tips to vmerit stacking on a ship raid (assuming you have done the vanguard arc).

    1. Team up. Your teammates actions can earn you vmerits, although I'm not sure of the distance from your teammates to get those vmerits.

    2. You only need to do damage to a ship borne rikti to count for a vmerit when it is defeated. 1 damage (or >0) is enough.

    3. The corollary to 2 is that you should only let yourself do the minimal amount of damage to any rikti before moving onto the next. While this may be raid defeating in the end because if no one does enough damage to a rikti it will never be defeated, in practice it seems to work well enough.

    4. Always bring a HVAS once you can afford it. Given that you can earn lots during a raid, your HVAS is the equivalent of another teammate on your team. Spawn the HVAS in the bowl if you can't be sure that the raid won't get you or the HVAS killed beforehand.

    5. Learn how to control your HVAS. Know what the tether limit is to making it move and ignore mobs and how far it needs to be so you can place it where you want it.

    6. Buff your HVAS like you would any other teammate, or your teammate's HVAS. Kinetics and FF/Ice are worth their weight in gold.

    7. Make sure you have a bubbler of some kind or FFG to protect the squishies. Once you've established your kill zone people should pull as many rikti as possible to the kill spot.

    8. Encourage people not to establish their own herd spots away from the central kill zone. This way all the rikti get defeated faster. It also supports point #3.

    9. Make sure you have a dark or two with Howling Twilight. I've seen raids where Stone Tanks have been stunned because too many magi appeared and were going nuts. I lost count at 15 of them.

    10. Make sure the raid leadership is competent. Since you can't control this part other than leading it, perhaps you might want to get good at it.

    11. Use your inspirations. Break Frees and Lucks are probably way more in demand than most other insps.

    12. AoEs are your best bet to getting lots of vmerits. Single target attacks aren't. Rain powers and healthless pets work great since they are pretty much fire and forget.

    13. Shivans, while nice, don't get you much because they despawn too quickly.

    14. The HVAS will despawn after touching the shield more than once. Still trying to confirm this 100%.

    15. The good raids tend to have more lag because a whole lot more is going on. Knockback and push powers have a lot to do with this, and mobs jumping/falling.

    16. Target the headman gunners if you are a herder. They have a much faster way to travel with teleport so it is easy to go beyond aggro cap when herding to the bowl.

    17. Be kind to your herders. Buff them and hug them. Usually they are making fewer vmerits because they are gathering the mobs to you and they can't have pets out (for long before wandering solo into a mob).

    18. You can only have 1 HVAS out at a time. Using an HVAS power while you have the HVAS pet currently spawned will waste the power. However, spawning an HVAS and then crafting another HVAS isn't a bad thing at all because it gives you the opportunity to earn the vmerits back to strength without having to buy another HVAS at the end of the raid. Alternatively it allows you to replace your HVAS on board the ship if the HVAS somehow gets defeated (only likely if your HVAS is not getting buffed).

    19. Different toons have different merit earning abilities. Toons with a lot of AoE powers will inherently be better at earning merits than single target powered toons. The HVAS pet equalizes things somewhat.
  8. Quote:
    Originally Posted by Hazygreys View Post
    Just you. Buff ID to be longer than a minute, that's all the changing kin needs.
    I disagree solely because any change to kinetics will probably mean they will nerf something harshly. I like kinetics the way it is, thanks.
  9. Quote:
    Originally Posted by NordBlast View Post
    Netgraph and FPS just help me to see whether there is any problem with connectivity, lag, etc. It doesn't help me play better though.
    Netgraph usually gives me a reason to cry "lag" after I faceplant.
  10. Quote:
    Originally Posted by Arcanaville View Post
    ...against my better judgment I actually analyzed the female chest geometry
    I blame Arcana for making me analyze female chest geometries.

    And for padding her post count. >.>
  11. PumBumbler

    iPad Question

    Quote:
    Originally Posted by Night-Hawk07 View Post
    Gotcha. Thanks for the responses guys. I have a laptop already but it's old and falling apart, so I was looking for something easier to carry around, newer, and could just do the basics for school. I would assume the Galaxy Tab is kind of in the same boat?
    Get a notebook for school. As an iPad owner, I can tell you it's great for reading and walking about to do things (reference notes while working in the field), and the battery life is really good, but for long typing it really isn't an optimal configuration. Maybe the BT keyboard or dock helps, but at that point you've got all the disadvantages of a notebook.

    However, regardless of whether you have a notebook or iPad etc, always remember to BACK UP YOUR STUFF.

    Otherwise if your stuff gets stolen or your machine dies or you get a virus, you need to have a good valid backup somewhere. This means that you are not hooped if something bad happens.
  12. Quote:
    Originally Posted by JuliusSeizure View Post
    It makes no sense for the MM to invest in incarnate slots, and potentially be level shifted 52+ at some point way in the future with all 10 incarnate slots, while having his pets run around at 50, 49, and 48.
    I am hoping that you are right, but the same thing could have been said about IO set bonuses as well when being applied to MM pets.
  13. Quote:
    Originally Posted by JuliusSeizure View Post
    ...
    Did not know this information...if this is CB info shouldn't it be under NDA?
  14. Quote:
    Originally Posted by Mirai View Post
    I'm only concerned about the elite boss version. I was interested in hearing how players are doing solo against her.

    Speaking of which...

    Level 50 Dark/Dark/Dark Defender: It took a long time and most of my inspirations, but I finally beat her without being in much danger.

    Level 50 Energy/Regen/Dark Stalker: I had some worries, dodging in and out of melee range, but I managed to beat her without getting killed. Fortunately I had several temp ranged attacks to use, and I used a number of inspirations to keep me going. After attacking her the first time, Lady Winter apparently can see through a stalker's concealment, which is not unusual for a downgraded AV. Still, a placate followed by a quick crit still works.

    It was interesting to stand next to Lady Winter invisibly and watch the debuffs stack up on my character. That means it's not a good idea to hesitate near her before attacking.
    Used a fire/kin against the AV version without much problem. Her knockback was annoying but she had nothing much else outside of melee range. Was set at 0x8.
  15. Quote:
    Originally Posted by Griff Mender View Post
    Utter high speed destruction of the enemy isn't mitigation? I mitigate damage by removing enemies (sorry, stole that line from my scrapper playing wife). But yeah, yer right, we dont "defend" in the classic sense. We amplify. Maybe we should get our our AT category, Lvl 50 Kin Amplifier...or Lvl 50 Kin Uberer....hmm...Uberer....I like it. Gotta ring to it.
    Stop saying that name before you invoke the loquacious one.
  16. Is everyone fighting the EB or AV version of Lady Winter?
  17. PumBumbler

    Hack II

    Quote:
    Originally Posted by Allastor View Post
    Amazing event Cai. I regret that I couldn't make it until it was way too late to solve it all, since it was my B-day, but I managed to solve it just this morning :P Hopefully for the next one I can be there. Amazing job, man!
    Happy B-day!
  18. Quote:
    Originally Posted by Impish Kat View Post
    BAD E_K!
    bad
    bad
    bad!

    .
    *Watches E_K speed boost some shaking booty*
  19. Quote:
    Originally Posted by NordBlast View Post
    LOL.

    I just disabled passive buffs in team window. Everyone is with Alpha slotted.

    I doubt you can defeat +8 AVs even with temp powers.
    You probably could do it quite easily with the right team. Dropping 8 HVAS and Shivans with /FF /therm and /pain buffs on a mixed group of MMs, controllers and defenders would probably drop the +8s in short order.

    Just remember that all MM pets get the ability to feed insps to any pet of theirs, including HVAS and shivans. I don't think the pets are debuffed so they'd be level 50 (not 100% on that though).

    Can you unslot your incarnate slots (blank it) to deliberately do the TFs debuffed like that?
  20. Quote:
    Originally Posted by Lewisite View Post
    */Poison - suffers from lack of AoE abilities and absolutely no defenses to keep pets alive. Its reputation as an AV killer is, IMO, bogus since AV's resist debuffs extremely well. Also, with no defenses, they'll instakill all your pets right away anyway. People still swear about this but I've never seen anything recent. I'll come out and be fair with this, my first MM was Mercs/Poison -- took him to 50, purpled him out. Still sucks.

    On the other hand...

    Thugs/Traps - Awesome.
    Bots/Traps - Awesome.

    and the rest are "OK", generally average builds.
    I always thought it was supposed to be /traps that was the AV killer, especially with Acid Mortar all slotted up and a FFG. /poison was just kind of meh. /therm and /pain seem OK but nothing too spectacular to me.

    I really like my Bots/Dark, and I've heard Bots/FF is basically unkillable. Got lower level DS and Thugs but they just never seemed that great to me. Maybe I should get them to 32 and see.

    Assault bot with the incendiary missiles is the best thing ever. When the big boy lights up the mobs and sets everyone ablaze that is always great for a laugh.

    The biggest problem is that MMs act like glass jawed blasters when they should be more graceful in failure. Seems like they run really great but as soon as it gets really hot MMs just wilt like flowers in a hot car. The balance of the entire AT just seems to be hot and cold.
  21. Quote:
    Originally Posted by Arbegla View Post
    Plus if you out distance your pets by i think 150yds (or something similiar) they automatically teleport to your owner of the pets. So on speed runs, you can be teleported by a player, and your pets come to.

    Or you can SS ahead, and the pets catch up.
    1. If you need to be ported over each and every time by someone else because of the tedious setup, it isn't very great to be on a fast moving team.

    2. During SS the pets catch up by bouncing into whatever happens to be within range. Most of the time only 1 or 2 of your full complement of pets will make it with you to your destination if it is pretty far, like the 3rd mission of ITF where teams run for the computer first. Your pets will drop once or twice right into mobs which will pretty much wipe them out.
  22. Quote:
    Originally Posted by Dispari View Post
    The recharge thing is kind of a necessary evil. It causes bad AI issues. What would you rather have, pets that can't improve their attack chain, or pets that for some reason only use one power in their attack chain because their recharge is too high and they get confused? Randomly activating various attacks with some delay is better than only using Head Splitter and nothing else.

    I don't think MM pets should be allowed the one-shot code. That would arguably allow an MM to get by the one-shot code 7 times or more. Pets dying can be annoying but... it happens.

    Pretty sure level shift already works with MM pets. In the first mission of the incarnate arc you're shifted to +10. Your pets still con at the correct colors. If they didn't, they'd all be gray.

    I don't think sets should apply to pets (they already get super powerful pet set uniques; can players get +20% RES vs all?). But I do think RIP sets should be available for all MMs. Right now they're only available to half. If the idea is that MMs shouldn't get those particular sets then why were Thugs and Demons designed to be able to slot them? It's not like those sets have survival issues and need them. If that was the case, Ninjas and Mercs would have them. If anything there should be more pet-applicable bonuses, not give everything to pets.

    I also don't know about the speedrunning thing. Who speedruns TFs anymore with shards to get?
    The AI issue shouldn't be the reason to nerf recharge on pets. Fix the AI instead of masking it, because even with the recharge nerf the AI still is broken.

    The one shot code on the MM won't be affected by the pets not being one shotted.

    That level shift mission in the incarnate arc isn't quite as indicative of what the final incarnate stuff will be like. It implies that the 10 incarnate buffs are filled out when they're not even close to determining what is really there. Look at your own buffs in the mission and you'll find that it's all a big hack. You can't even take *any* damage in that mission. Your MM pets are covered in that too just to make you feel like an incarnate, but it isn't even close to what the full incarnate system will be like.

    Not granting any buffs from the non pet IO sets means that MMs miss out on a significant portion of the IO system. Since most damage from MMs comes from pets not allowing any bonuses to damage/recharge/accuracy/procs from generally slottable sets is a huge loss to MMs.

    I agree that more sets should be applicable to MMs pet sets. They are unevenly available to the different power sets.

    People speedrun more than you think, regardless of whether you think it is efficient for shards or not.

    Quote:
    Originally Posted by Madam_Enigma View Post
    This was a simi-nerf and partial buff. They removed henchmen being affected by recharge buffs/debuffs because of their screwy AI. With too much recharge they were doing stupid things...
    They still do stupid things, even without the recharge 'fix'. The recharge nerf that was applied was originally stated to 'fix' the MM issue, then they took that back and stated that it wasn't for MM pets, it was to nerf Lightning Storm and other non MM pets.

    However, fixed or not, there's no getting around the fact that pets are great up until the high end game, where they suffer greatly after that. While it's OK for imps and jack frost to get beat up/one shotted or last less than 5 seconds in the late game (even though it is a tier 9 primary for trollers >.>), when MM pets last that long it makes the MM a weak defender. For an AT that is supposed to be the tanker of the red side, there isn't much that the MM provides to a late game team that other ATs do much better, solely because the late game makes it pointless constantly spawn pets just to watch them wither.

    A good example of this is during the LRSF when Statesman starts going nuts with his Zeus Lightning. The AoE is so huge on that that there's no real point to strategy for melee based MMs. The pets are pwned faster than you can summon them.

    Quote:
    Originally Posted by Arbegla View Post
    MMs are already pretty overpowered in the right hands. the problem is, there aren't that many people that know how to correctly use masterminds.

    I wouldn't mind a global 15% AoE def inherent added to all mastermind pets. That way its not overly bad, and make it unenhanceable, so you can buff it. That'll basically knock out 1/3 of the AoE attacks as base, and with things like /traps or /FF you can really boost that defense to high rates.
    Your first paragraph is entirely at odds with the second. The devs wouldn't buff a powerset because it is overpowered.

    Quote:
    Originally Posted by Obscure Blade View Post
    I doubt it, due to it lacking tools to keep your pets alive /kinetics would have been a marginally playable set for Masterminds even before the Great Recharge Nerf. I wouldn't both making one unless the Mastermind version of /kin was seriously changed and buffed for them. /Kin is hard to port because it is too weak for an MM, not too strong.
    From http://www.cityofheroes.com/news/gam...rainstorm.html

    "Finally Masterminds get access to the Storm Summoning... Yes, yes, I know a lot of Masterminds were looking forward to the possibility of Kinetics as their new choice, but the gods are not that crazy... yet."

    I doubt that a dev would mention kinetics in that fashion because it is weak for MMs. Placing your pets right in the center of an average mob with Fulcrum shift and spamming transfusion would mean that they would be nearly invincible and probably damage capped. Not certain where you are thinking that kinetics would be weak for a MM except in that kinetics would be extra clicky for pet buffing.
  23. Your points are all very good. MMs tend to get stronger and stronger past 32 until level 50, where the system of IOs, set bonuses and Incarnate slotting starts to work for everyone but MMs.

    1. Pets are no longer affected by recharge, plus or minus. This was a big whack against MMs, could be because they've been toying with some way to get kinetics ported over to MMs via powerset proliferation? It also means that a huge portion of the enhancement system is lost to MMs. The attack chain starts to flatten out because the attack rate of the pets are capped.

    Note that this isn't exactly a bad thing since the AI is so screwy that having too much recharge might just make all of your pets run into brawl range. Not that they don't do that now...

    I'd suggest allowing pets to be affected by +/- recharge again. Put a lower cap (for MM henchmen only) on it if you are concerned about MM /kin being OP.

    2. Pets are not governed by the 1 shot code. This means the lowest tiers of henchmen will get 1 shotted easily. Over and over in the end game, because level 50 MMs are spawning level 48 and 49 henchmen against level 54 minions and bosses. Only the last pet spawns at the combat level of the caster. That cannot end well, especially given the number of AoEs. When Bobcat can do 5,000 damage to a player character, obviously the henchmen aren't going to be around for long since they can suffer instadeath.

    Adding 1-shot code for henchmen shouldn't be a big deal. It would give MMs a chance to heal or retreat their pets.

    Add the inherent to level shift MM pets as the MM crafts higher level incarnate gear as part of the normal routine. For example, the first MM level shift would be the -2 (tertiary) henchman being turned to -1 henchmen at the end game, the second level shift for the -1 (secondary) henchman to be even combat level to caster, the third level shift would be for the -2 (tertiary) henchman to be even combat level to the caster, and the fourth level shift would be for the big henchman to be +1 to the caster. That would mean that the eventual incarnate MM would have a single level 51 primary pet and the secondary and tertiary pets would be even level to the caster. Each stage could be added as the capping point to 1 of the 10 phases of incarnate progression (ie. the finish of Alpha would only net the MM the shift of the -2 pets to -1).

    Alternatively, the level shift could be from the point of the attacker, so that the level shift happens so the level 54 minion sees the 48 henchman as a 49 henchman, but the tech could make it work that the level shift only affects level 52 and higher bad guys. This would prevent the MM being too overpowering against standard level 50 mobs.

    If the tech exists, tie the supremacy distance of the caster to the level shift of the pets.

    3. Set bonuses do not apply to pets. Nothing. Nada. Zippo. No bonuses to defense, damage or accuracy. The only ones that apply are the direct pet sets, and they don't give a heck of a lot.

    The +def and +res aura bonuses for the pets are only within supremacy distance, so for melee pet MMs it also means getting dangerously close to AoE happy bad guys to give any benefit. That means the pets get dropped really fast and the MM usually gets dropped quickly after that. Bots MMs suffer less from this.

    Get rid of the supremacy distance requirement for the pet bonus procs. They should apply all the time, regardless of the distance from the caster. There is already a penalty for losing supremacy buffs on the henchman as well as the MM.

    Allow set bonuses (the ones that weren't developed directly for pets) to be applied to pets, but divide the buff amount by the number of pets that can be cast. Procs should affect pets similarly.

    4. Speed runs. A lot of TFs now have a lot of mob skipping. Dragging pets along usually means they get stripped off the MM pretty fast due to aggro.

    MMs should have the ability to stay their pets to a spot regardless of distance (no rubberbanding), but the pets should not be able to attack or respond to new commands when far away (Instant perma-sleep). MMs should also get the ability to recall all of their pets like a team teleport command on a decently fast recharging basis.