-
Posts
1531 -
Joined
-
Quote:There are actually many standard mobs that are easily farmed by particular power sets.I wouldnt have reduced xp for arcs vs normal missions. What I would have done was to allow selection of preconfigured "power groups" for your custom groups. For example, you could select the "Carnival Faction" power group for your custom mobs, and they would behave exactly as carnies would in normal content.
There was one mission (the "Family Farm") that was so heavily abused by Fire/Kins that Family XP was heavily nerfed (by 50%? Don't remember exactly). Freaks were nerfed at least once, and the stunner was added to make them more challenging. Battle Maiden's minions are trivial for Inv tankers. Mu mystics are no challenge for Electric brutes. Even Nemesis are pretty easy for IOed Fire tankers if you know how to fight them (especially leaving the LTs for last). And some of the worst exploits involved using standard mobs in ways the devs didn't foresee (the Rikti and Cimeroran exploits).
The biggest problem with allowing customizing the NPC powers in AE was the waste of dev resources. They spent an inordinate number of hours trying to give us the flexibility we demanded for character creation, and then AE authors would find some exploit and make the devs redo the whole system again to prevent it. They iterated on that at least five or 10 times, each time generating more and more ill will with every level 50 cranked out in two hours.
This is a perfect example of how the devs trying desperately to cater to players' demands worked in everyone's worst interests.
But forcing AE authors to use hard-to-fight NPCs like Carnies for all missions would have been the kiss of death for AE.
Given the game's history of customization it was hard to justify not giving us power customization for AE mobs. Just allowing us to recolor stock NPCs would not have been acceptable because it wouldn't let you create new characters; all you could do is rehash CoH story lines with CoH NPCs.
What the devs should have done up front was set an upper limit on the amount of XP you can get per unit time. (They ultimately did something like that for AE, but the limit was set ridiculously high so you'd never see it unless you were using one of the craziest exploits.)
As long as that limit gave you the same XP per unit time you could get from the standard NPC groups, it doesn't really matter what you're fighting. But this is problematic as well, because of all the whiners who complained about "artificial limits" on leveling speed.
The XP throttle should have been implemented game-wide and active all the time to prevent excessively quick leveling when the inevitable bugs and exploits crop up in the game (such as the Winter Lord in the first winter event). That would have prevented the devs from having to take any action against anyone for getting too much XP from exploits, because the system would just prevent it (except for those exploits that got you around the throttle, of course).
-
I've had no problem with Cryptic customer support per se: I recently had two issues in CO (am a paying customer), and the rep took the time to respond to all my issues and answer all my questions, through several iterations.
They couldn't fix either problem because they're the result of bugs that a GM can't deal with. But at least they responded within a reasonable time, and they were polite.
The problem with CO is that the game has a lot of bugs, and they don't seem to be interested in fixing them. Of course, many people said the same thing about CoH: there were hundreds of issues that were around for years.
The sad fact is, in most any game bugs won't be fixed unless they repeatedly crash the game (and can be reliably reproduced) or flat-out prevent you from achieving a goal. If starting the mission over again will resolve the issue, forget about ever getting a fix.
I'm sure you all have your favorite example of that in CoH, but my pet peeve was mobs getting knocked into walls, who then could not be attacked (though they could still attack you). -
Quote:I just soloed Whiteout yesterday, start to finish, on a Wind/Force/Electrical character that has lots of knockback. I died twice, once when my Nemesis appeared while I was already fighting an AV, and once during the final confrontation where you spend all your time getting tossed around by the villain like a Barbie getting thrown around by a little brother. Getting killed was a blessing in disguise, because once you get out of the room you can attack from the doorway at range and avoid getting knocked around as much.When, exactly, did you run it? Because as of last month, the final mission was bugged to the point of being uncompletable.
And yeah. It IS a lot of fun.
And yeah. Unfortunately, it's always going to suffer by comparison to CoH. It's just a testament to how great the Paragon staff actually was.
So, while there might be serious bugs that cause problems, it is possible to complete Whiteout solo at this point. However, I don't recommend that characters less than level 40 try to solo Whiteout and similar arcs, especially if you're new to the game.
In my relatively short experience with CO I have found its problems with knockback to be less serious that CoH's. After playing more than 100 levels on six or seven characters, I've only been unable to attack a character in a wall once. In CoH that problem occurs constantly, at least once every mission or two, especially on cave maps. I could still attack the target in CO with an PBAoE (Hurricane), much like you can in CoH, but in CoH not every power set has access to a PBAoE. That highlights another advantage of CO: you can get any power you want with freeform characters.
In general, CO's knockback is less instrusive than CoH's. You can use Hurricane non-stop in CO without causing massive problems for melee characters, especially since CO has numerous "closing" attacks that jump your character into melee range and do damage. That essentially turns your character into one big ranged weapon and gets you into melee range almost instantaneously.
For me, closing attacks make playing melee characters much more fun than they are in CoH. Other games, such as SWTOR, also have similar attacks. CoH only has "teleport" versions of such powers (Shield Rush and Lightning Rod), which require you to target an area with the mouse. With closing attacks you can attack flying targets easily, and if you're flying already you don't have to maneuver yourself to get in range. -
Quote:To be fair (at least in the level 1-15 content), the voice acting in SWTOR is fine. It's SO much better than it is in CO: they hired professionals instead of the guy in the next cubicle, they recorded the audio in a studio instead of the next cubicle, and the character's mouths actually conform to the words spoken rather than looking like a parody of lip-synched kung fu movies. All in all, the cut scenes in SWTOR are the best ones among the games I've seen recently, though Secret World's are a close second (though TSW's struck me as being WAY too time-consuming).And spent way too much money on annoying voice acting instead of developing features and content customers would enjoy.
But I concur with your concerns about the cost, and have my own concerns about the inconsistency and inflexibility of using voice actors. Adding voice drastically increases the cost and the production time for missions. If the devs want to be consistent, they have to use the same actors to voice our characters' responses, which means that they can have scheduling problems if the actors aren't in-house. If they aren't consistent, then your character can wind up being silent half the time (like the annoying gaps in spoken NPC dialog in CO), or worse, your character sounds like a multi-personality schizoid. And then there's the maintenance problem of having to rerecord dialog when the text of the dialog has to be changed for bug fixes.
And in the long run, I don't think it's really worth it: I find that I just skip through the audio with space bar anyway to speed things up (especially when I've already run the same mission four times with alts).
Spoken dialog a cute idea, and it's fun for a while. But I don't see how it can be sustained cost effectively for 50 levels over hundreds of missions for five different character classes, which all require different variations for their particular circumstances. It's an interesting programming problem, but in the long run it just seems like a maintenance nightmare. -
Quote:These Task-Force-like arcs all have at least one encounter like this, where you face a supervillain that you can't solo, or are inundated by more mobs than a level 21 character can possibly withstand (typically because you don't have enough defenses, which is especially true for blaster-like characters).That commander in mission #4 (the supervillain who you mostly defeat who then turns into three master villains, who then becomes a supervillain again with about 21,000 hit points). While I could go into a rant about game balance (21,000 hit points? At level 21? AND it's foe #5 of a series of rather difficult foes? *Really?*), I'm really interested in what my options are for getting past this encounter.
That doesn't mean the game is unbalanced or broken, it means that these encounters are designed to be played by more than one player (or by a well-equipped level 40 character). These arcs should be compared to CoH's TFs that have one or more AVs. CoH AVs have ridiculous amounts of hit points: for example, we don't consider the Synapse TF broken just because we can't solo the AV at the end with level 20 characters.
CoH, however, won't let us start TFs unless we have enough characters to give the typical team a fighting chance to win those encounters. CO often gives you a warning for really tough missions, telling you the minimum recommended team size. I don't think they do that for Whiteout and the other arcs like it, but they really should.
The other advantage of CO is that when you get stuck on a mission like this, you can keep your progress in that arc, and go make 10 levels and try again. I'm not sure, but you may also be able to invite players to that mission to help you out, which you just can't do in CoH. (CO also lets you keep all your powers when you exemp down.)
Mission management in CO has a lot of problems, but it's a lot more flexible that CoH's, and once you know how it works it does have several advantages.
CO has a lot of problems, and I definitely like CoH more. But it's a moot point, because CoH is going away. The real question is whether CO is better than what's left, and so far it's the only one that comes close.
I found that I resented CO not for what it actually was, but because it was different. You really need to judge games based on what they are, and how well they implement the design. At first I really hated CO's blocking mechanic and the energy builder, but mostly because they were different. They do have some advantages that don't become obvious until later. -
Quote:The real problem is that players of MMOs have no legal rights to the virtual goods they paid real money for. Millions of people are currently paying billions of dollars for costume unlocks, powersets, vehicles and the like, in games like CoH, STO, Champions Online, WoW, yet these companies could pull the plug on these games at any time, completely trashing billions of dollars in virtual investments. That's really what's wrong here.I really felt like that was the time to shout right back louder than we had before.
What does that mean? Just simply continuing as much publicity as we could muster. Oh, believe me, there were many people still trying, but a large amount of our playerbase was simply gone and our turnouts seemed to be far smaller than previously. Believe me, that is all understandable... we were here for fun and to play a game... not to fight an impossible fight against a billion-dollar corporation via the press, media and any publicity stunts we could create.
If you want to make a real difference, start a campaign to get national legislation passed regarding the legal rights of digital citizens, the money we pay for creating and outfitting our virtual characters, and the many hours we put into creating them.
We have laws that protect the Intellectual Property rights of the corporations that produce these games, but we have no laws protecting the rights of the consumers of these games.
The United States now has laws requiring that phone companies let you keep telephone numbers if you switch cellphone providers, so there's already a precedent for tying an abstract digital entity to a real world person. As more and more things move out into "the cloud" more of our lives is winding up on servers controlled by corporations, yet they have no real responsibilities to us.
And it's not just our MMO characters, it's our email accounts, email addresses, file backups, family photo albums, videos, blog and forum posts, and on and on and on.
These companies make HUNDREDS OF BILLIONS of dollars off us, and we have no rights with regard to virtual/digital items that we paid real money for. The only "rights" we have are those granted by one-sided EULAs which have never really been tested in court. These EULAs are clearly overstepping legal and ethical bounds, as they claim to own the copyright on every character that we create on their servers even though we're paying them, we never actually sign them and we have no option whatsoever to negotiate the terms.
Whining and making bad press for NCsoft doesn't go very far. Companies will only sit up and take notice if we get the law on our side and even the playing field. It will obviously take a great deal of time and effort, and it will be too late to save CoH, but if you want to take on a mission that would stop companies from doing this in the future, work to pass a law protecting the rights of purchasers of virtual digital entities. -
Quote:One cause of this is that if you log out during a TF (which includes any kind of AE mission, Ouro mission, etc.) the game considers you still logged in. You appear in the global friends list as apparently logged in but with no actual status.For years(?) there has been some kind of bug with the character age recording. I can't tell you what triggers it, but the result seems to be that the characters age (in hours) gets shifted one decimal point. So say a character that I just *coughPLd* will be 67 hours old. I didn't mind this so much for new alts...but it made it impossible to find out how much time I put into some of my old alts.
Any idea what was going on here?
I reported this bug at least twice and I'm pretty sure the response both times was "there is no bug".
You can test this by creating a level 1 character, starting an AE arc, logging out and then coming back in a day to see how "old" the character is. -
Quote:If you read the entirety of the quote you included in your post, you'll note that I mention this. I wrote it the way I did to emphasize the total lack of transparency inherent in the design.Socrates and the crime computer have a "Leave Instance" button.
Unlike CoH, you can call in missions even when you're inside the instance. It therefore never have occurred to me to try to use the crime computer until I exited the instance, so I didn't realize there was a hidden exit menu choice (it's not really correct to call it a button) until I expressed my frustration with having to find a door to a friend and he clued me in on the secret.
What were the CO designers thinking? Do they think that clicking a button is somehow more immersion breaking than clicking an icon and selecting a menu item? -
Quote:I agree with a lot of your complaints. Teaming, rewards and mission handling are much clunkier in CO.Uhm. I hadn't noticed this in the missions I was doing...
What I hate are the RIDICULOUS amount of "hunts".
And the fact that you HAVE to return to your contacts. Which is why I tend to grab as many missions from them as they'll give me.
But your point about having to return to contacts isn't true. In many cases you never have to see the contact face-to-face. They just do a terrible job of documenting this.
If you use SOCRATES, the "crime computer," you can get missions from contacts anywhere, even other other zones. When you open the crime computer window select Search for Emergencies. You'll get a Remote Contacts window. Scroll through this to find the contact you want. Then it's just like you're talking to them directly. When you finish a mission use the same interface to call it in.
I just used it to get a mission from Antoine Harrison, who's in Millennium City, while I was in Canada. I went to MC, did the mission, then called up SOCRATES again to get a reward, which included gear that was added to my inventory.
Some remote contacts don't show up in the list, but most of the regular ones do. In the average case this makes getting and calling in missions simpler than it is in CoH.
One really dumb thing about CO is that there's no Exit button when you complete an instanced mission. You have to find a door to the outside to leave. It's really inconvenient until you figure out the last thing that SOCRATES does is allow you get out of the current map, which is another option that appears when you're on an instanced map. -
It seems to me that NCsoft doesn't believe in the subscription model. Based on their behavior, they assume that gamers buy the latest thing on impulse, play it like crazy for a week or a month until they're burned out, leave for a while, then return when another expansion comes out, which they burn through in a few days. Then they move on for good.
Advertising an eight-year-old game this past summer would have been viewed as a waste of money, even though Avengers was a huge hit, because those impulse-buying gamers knew that CoH was ancient and therefore unworthy of their attention.
The problem with MMOs is that it's flat-out impossible to make enough content to keep short-attention-span players who want to race from zero to level 50 (or 80 or 85) in a day and half of non-stop keybanging. I'm guessing a large percentage of purchases of MMOs are soloists who treat MMOs like standalone games that they "beat," and then they move on to the next thing.
If that's the way players really behave, then the CoH model is a financial loser compared to the GW2 model (only $15 revenue for a month's subscription compared to $60 for GW2). F2P only makes that calculation worse. Granted, some small number of players will hang around for years, but the lost opportunity costs make CoH a poor investment in corporate board rooms.
The CoH devs did a ton of things to encourage people to team, I presume in order to engender a feeling of community and attachment to other players, all in the effort to promote long-term subscribers. I'm guessing players of CoH, and perhaps hard-core MMO players in general, are more mature and stable than computer gamers in general.
CoH players are like loyal Ford customers who always buy F150s and keep them until the odometer rolls over a few times. But NCsoft doesn't want to sell F150s, even though they might make a decent profit at it.
They want to sell iPhones, because they know iPhone owners always have to have the latest iPhone, and will ditch the old one the instant a new one comes out.
It may be as simple as NCsoft thinking they should be more like Apple than Ford. -
Actually, Star Trek Online has player-created content (they call it the Foundry). Neverwinter will have an even more sophisticated player-created content that will essentially become part of the world (no AE building). Contacts will be spread around the world, and barkeeps will refer you to them.
CO has supersidekicking, which you can turn off if you so desire. CO has travel powers that you get at level 6 (basically right out of the tutorial), which you can skip after the first character you create.
CO also has inspirations, though they are a pale imitation of CoH's inspirations. They drop during fights and you have to consume them by moving to them, which means you can't save them. One "problem" with CoH inspirations is that you can stockpile them and essentially become unhittable for most normal content just by popping purples. It's a great way to handle bosses, but it does tend to make CoH characters overly powerful.
CO has most of the stuff that CoH does, and it's really splitting hairs to say that Cryptic didn't come up with it first: they did, they wrote CoH in the first place and basically created CO as CoH2. Now, I'll be the first to admit that I like CoH better than CO, but it's a moot point now CoH is going away.
The big mistake Cryptic made was to dump the way CoH does certain things (missions, salvage, crafting, looting, for example) and use the WoW model for so many aspects of the game. They should have doubled down on their CoH ideas and expanded them in that direction, instead of slavishly imitating every other MMO in the universe. -
The problem with someone making a server emulator is that they're running a big financial and legal risk. If NCsoft decides to go after the programmers of an emulator those programmers will potentially face tens of thousands of dollars in lawyers fees just fighting the restraining orders, not to mention the lawsuits that would follow, suing the programmers for millions of dollars in lost revenue. What revenue, you ask?
Companies frequently buy out competitors only to shut down the purchased product lines, to force customers to buy their products instead of the shut-down competitor's products. Yes, they will lose some customers that way, but they just don't care: we've all heard the stories about how much money NCsoft is swimming in.
NCsoft has basically said they're shutting down CoH because it's not what they want to do. It seems obvious that they want to get CoH customers into GW2 and other similar games. They may also believe that the subscription model is a dinosaur, and making customers pay 60 bucks up front for a game like GW2, along with subsequent updates, is the way to go. That way they can shut it down pretty much any time with no long-term commitment to support subscribers.
(Someone with GW2 should comb through its EULA to see how much advance warning NCsoft says they will give owners of the game before the servers are shut down. That number will probably tell you everything you need to know.)
In court they would probably argue that people who create emulators for CoH are in essence stealing customers from their other games, as well as suing for copyright and trademark infringement. Now, trademarks will eventually lapse if a company makes no effort to sell the trademarked product. But that won't do the programmers a lick of good when they're forced to defend themselves in court, which would cost them thousands of dollars.
You may think that these legalistic arguments are bogus. But what competent programmer who has to pay rent or college tuition, or feed their kids and make their mortgage payments, is going to risk getting sued and going bankrupt so that the rest of us can continue to play a game on an emulator that will undoubtedly be riddled with more bugs than Champions Online?
I really liked CoH, and wish it could have stayed around. But NCsoft wants it dead, dead, dead, and unless they give someone else the legal right to the IP, any programmer would be risking financial ruin for writing an emulator. -
Quote:They paid Cryptic some amount of money for CoH, and they've spent millions of dollars on salaries for the last few years. That's a huge investment, one that's worth a lot of money as a loss on their taxes.That's what they say. What's the truth? NOBODY wants a great, albeit old game with a fanatically loyal fanbase? Nobody wants $$$$???? I don't have to give my $$$$ if nobody wants it.
I'm no expert on tax law, but I'm guessing that if they take a total loss on the game they can value it at whatever number they need to reduce their US taxes to zero.
If, on the other hand, they sell it for some paltry amount, that gives it a value, and that could mean they'll have to pay US taxes.
With all that cash rolling in from sales of GW2, they need a huge loss in fiscal 2012 to avoid a massive tax bill. -
A life-time sub can't cost more than 12 to 18 months of a normal subscription, because no company can guarantee it will be around longer than that.
Before investing in a lifetime sub, though, I would need to know that there was a plan in place for the eventual wind-down of development and slow decrease in player population. That is, as the game goes into more of maintenance than active development mode and fewer people play it, there needs to be a way for it to "age gracefully" and allow remaining players to continue having fun.
That means there needs to be a way to do cross-server teaming, or change the system to transfer bases to other servers and allow non-unique character names. I know this last is highly unpopular in certain quarters, but it's just not reasonable for players to have give up their names on lower population servers, names they've had for 8 years, when they are inevitably forced to move their characters to higher-population servers and that name is already taken by someone who created that character yesterday.
I've played CO for a few weeks now, and I've never seen duplicate names (except for the ones like "Hulkk", and you see those kinds of duplicates in CoH just as often). You can turn off the @global name display in chat if you don't want to see it (though I wish it was included in CoH, because when you have global friends with 20+ characters it's hard to remember all their character names). -
Quote:That one seems to be structured exactly like a CoH trial. The Whiteout mission (the one in Canada with aliens) is structured like a sequence of four or five missions, which you can resume in the middle of, like an arc in CoH.Another time, I started the "Resistance" storyline, which involves a lonnnng series of missions on a Praetoria-ish alternate Earth. I didn't have time to finish the whole thing, so I logged off in the middle, and when I came back the next day, I was all the way back at the beginning. WTF?
I really hated CO in all aspects at first. But I got a new computer and graphics card, so it no longer makes me motion sick. I found the face tweaks in the character creator, so my characters look less cartoonish. A lot of other aspects about the design stink (like having to share a mission to get a team mate into it), but they're no worse than WoW or other games.
On the other hand, it does have some things that CoH doesn't: there are many costume options that have been declared "impossible" in CoH, like long skirts and a great deal of control over anatomy.
What I find exasperating is that the characters in STO look great, but Cryptic has chosen to make CO characters look ridiculous even though the games use the same engine (you can even talk via globals to friends playing STO from CO). -
Let's say a company is making a $1 million profit on a $2 million dollar annual investment that is winding down after a long run. Let's say they find new opportunity to make a $5 million profit on a $2 million investment.
It's clearly in their best interests to dump the lower ROI (return on investment) business for the more profitable business, as long as the shutdown doesn't make the switch unprofitable.
Since we can't know what other investments NCsoft is considering, it's impossible for us to judge from the outside whether canceling CoH makes business sense. We do know that they made a major push to make CoH Freedom free-to-play, and added a whole lot of new content. And the subscriber numbers apparently stayed flat or continued a slow decline.
Not unprofitable, but not a great return. CEO performance is judged by Return on Investment (ROI). If a subsidiary does not meet the expected ROI, then it's on the chopping block.
As much I love the game, I think the answer is just that simple: NCsoft ran the numbers and CoH didn't make the cut. -
Quote:I was eventually able to get into the site and found that they had turned off my VIP status and supposedly refunded my last three-month payment in full (it hasn't shown up on my credit card yet, and for some reason they say it will take more than a week to do so). I had originally asked for them to prorate my refund, and repeated that request and reinstate my VIP after they turned it off. I got this reply:I can log in to my NCSoft Master account just fine. I'd suggest contacting NCSoft support... and failing that, send a PM to Zwill with as much information as you can.
"Due to the closure of the game, we have stopped all VIP status, ability to purchase subscriptions, and ability to purchase from the Paragon Market. We are not able to provide pro-rated refunds, we were only able to provide a full refund for the last subscription charge. Since the refund has been processed on our end, we are not able to reverse it."
It looks like they just want to shut this puppy down ASAP. If they really are turning off everyone's VIP status as they process refunds, it looks like the game will be dead far sooner than the end of November. -
Even though I was supposed to have two months of my three-month subscription remaining, I just lost VIP access to the forums and access to all but two of my characters in game. I have NOT received a refund. I can't post in the appropriate forum to report this...
And the account website is down for "maintenance." -
I really hope the game can be saved, but unless steps were immediately taken to preserve the code base, the art, the writing, and all the other work in progress, it may already be too late to save the game in a way that would keep it moving forward.
There is a lot of institutional knowledge that was lost when the development team was let go. If they scatter to the four winds, how can someone new pick up all the pieces? Will there be anyone who can figure out, for example, how to move the code that's on beta to a live server and fix all the extant bugs?
What happened to all the computers and servers that the designers, artists, writers, QA and programmers did their work on? Were these all carefully backed up and warehoused against the day that someone would buy the IP and continue work on the game? Or did the corporate honchos send all the machines off to Texas and Washington to be scavenged for high-end graphics card and big hard disks?
If the lease on the Paragon Studios offices has some time left on it all that computer equipment is still intact, the build software is all there and the source code and art repositories have been preserved we have some hope. But if all that's been dismantled, there's no going forward: what we've got on live is what the game will always be, nothing more.
That means no blaster changes, no nuke changes, no snipe changes, no power pool customizations and no new incarnate powers.
If that's the case, is it worthwhile trying to save the game? Is what we have now a good stopping point? -
Quote:The devs had a vested interest in making things take a really long time (throttling the number of hero merits per week, for example) because they were thinking in terms of keeping us on the subscription hook for months at a time.How would you handle the auction house in this system? It sounds like there would not be a viable way to have one, which would make IOing out a character require either enjoying farming merits or paying real money for them (which is not a viable option for someone like me with over 100 characters).
With a standalone game there's no reason to make things this hard. You would get rewards at a rate that doesn't cheapen the game-playing experience, with no artificial time-wasters for milking more sub time from the players. You could make it relatively easy to get rare stuff (a few hours, not a few weeks) in such a game, so an auction house is unnecessary. -
I've found this utility to be useful because it allows me to search the XML files for items that are on my characters (I use grep). The only problem is that the names used are internal to the game, and not the names displayed to the user. That means that IOs have names like "Crafted_Luck_of_the_Gambler_A" instead of the actual name, which includes the bonuses that the IO gives.
It would be really cool if the file could also include the display name of the items, perhaps inside the <slot> tag along with things like the level="50" information. That way I could grep the files to see which character has what and actually know what it means.
-
Quote:This is really the issue. The development team, including all the overhead, probably ran in the neighborhood of $5 to $10 million a year. It's doubtful they could keep paying subscribers around without adding significant content regularly.And, of course, both hardware and bandwidth costs are insignificant compared to the costs of a game studio with 80 employees.
Just look at the whining comments about the slow pace of new power sets and costumes that people posted daily prior to the announcement of the shut down. -
I have a friend who wanted me to try GW2, but that's not going to happen now. On the plus side, I'll have a lot more free time...
-
I went with a Fire/Fire brute for level locking at 35. That level is preferable to 33 (at least for me) because you get another three slots plus Fiery Embrace.
In addition, you get level 35 recipes from random rolls, which are generally in higher demand than 33s (partly because you can use level 35s at level 32 when you get your Tier 9 primary power). Also, things like Kinetic Combat top out at 35, and people kitting out their 50s tend to want the highest possible bonuses.
For example, Kinetic Combat: Acc/Dam 35 is selling for 20-25 million while level KC: Acc/Dam 33 is selling for 2-10 million at this moment. -
Quote:Those same techniques are used in PvE as well. Being able to anticipate, see and react to what's going on and massively multitask also make for a skilled PvE player.In team PvP, it's less the build and more the player. Seeing attacks before they're coming, watching your buff bar, tabbing through targets quickly, timing your attacks to hit the target all at once, evading and breaking LoS effectively, inspiration management.
I started out playing mostly defenders and controllers, and my first 50 was an Illusion/Empathy controller. I've since come to enjoy playing other powersets much more than Empathy, but if you're good at Empathy it does teach you some very important skills: in particular, watching the status of team mates, including health, end, and if/how they're mezzed, remembering which team mates have been buffed with Recovery Aura, Fortitude and Adrenalin Boost, as well as simultaneously monitoring what the mobs are doing, what they're about to do, what the next mob down the hall is doing. And then there's actually attacking mobs, remembering which mobs you've mezzed, and which bosses need to be mezzed again to get a full hold, etc., etc.
Because of that background I've never understood the point of an "attack chain." If you're paying attention to what's going on around you, there's always something you need to react to that will cause you to do something other than stand there and mash the same buttons in the same sequence over and over again.
In my experience, a skilled player will do much better in PvE than an unskilled player with an identical build, especially for making a team perform well. That's even more important for force multiplier ATs like defenders, corruptors, controllers, and MMs, but also for dominators, tankers and brutes.