Rodion

Legend
  • Posts

    1531
  • Joined

  1. Quote:
    Originally Posted by Zwillinger View Post
    Quite a few new mechanics, (heal over time to name one) and completely new animations and fx, both being the most costly thing to develop.
    Yes, but I'd guess that the effort required to make melee set animations look right is much greater than ranged power animations. Melee animations involve a lot of body motions that have to be timed properly with the activation time and interact with other characters. Most ranged powers, dual pistols being the major exception, involve a relatively simple posture change, some hand waving or gesturing with an implement.

    In the case of new power sets like blaster Dark Manipulation and the new controller dark set, many of the powers already exist in some form and will require very little tweaking.

    So there does seem to be a pattern for charging for sets that require more development. And, honestly, I think that's totally logical and I'm 100% behind it.
  2. Note that VIPs can get the Lore Incarnate power which allows you to select a wide variety of potent pets.
  3. Quote:
    Originally Posted by graystar_blaster View Post
    Is this what they intended who knows. But this is what is.

    Not a troll. But a serious quesion. Are we to no longer play the market mini game? Or are they trying to do something else to help non marketing players.
    You're completely free to play the marketing minigame. But you can't really complain if your overpriced IO isn't selling. You took a gamble listing at that price. We all know the devs make regular changes that completely undermine the prices of items on the market, but them's the brakes. Remember when Breath of the Zephyr was a fabulous set that everyone got for the great defense bonuses?

    The converters and the super packs are indicative of a movement in the game towards gambling-type rewards. The converters are basically rolling the dice, giving you a do-over if you get a useless rare or purple recipe. The super packs are like Magic: The Gathering cards you buy in sealed boxes.

    Changes like these are democratizing the rewards in the game, making them more accessible to more players. That's good for the game in general, and in the long run, that's good for the market.
  4. Quote:
    Originally Posted by TonyV View Post
    It's not that bad.
    Like anything, once you get used to them they're not so bad. I think the devs have done the right thing, though: no new content uses them, only old missions. Note that all the tip missions that use caves take place in the smooth caves.

    I hate them as much as the next person, but I'd rather have the devs spend their time adding new content, instead of removing old content. When it becomes time to revamp the radio/paper missions and the other content that uses them the devs should dump them. But before then, don't waste the time.

    If you really don't like these missions, just avoid the contacts that give missions in them. Also remember that you can abandon radio/paper missions, so there's a way to get rid of a cave mission without having to burn a "complete mission" opportunity.
  5. Quote:
    Originally Posted by TheBoost View Post
    I was thinking of getting one of the two purchasable powersets, Street Justice or Titan Weapons. I'm unsure of pricing still, but I saw some enhancements like " Kinetic Combat" running for 100 million each, and some Willpower sets included 5 sets of them.
    Don't be scared off. You can get Kinetic Combat without the market by getting alignment merits (basically, run 5 tips a day) and buying KCs in Fort Trident or The Crucible. You can also get alignment merits by running the signature story arcs (the first episode is easy to solo for melee chars), and by converting reward merits to alignment merits (costs 20 million, but when you consider how much KCs cost it's a deal).

    Finally, you can get KCs with 16 or 32 astrals from Astral Christie in Ouroboros.

    You can speed up outfitting your character by doing these things on multiple characters and emailing yourself the recipes.
  6. Quote:
    Originally Posted by DJ_pl0x View Post
    Since I doubt I will maintaining VIP status after I rip the IOs from the toons I no longer am playing I had a couple questions concerning some builds I had throwing around in my head I would like to try as a strictly Solo farmer.
    My question is, what exactly do you plan on farming solo? Premium accounts are limited in several ways depending on how long your account has been active: there is a maximum influence cap, you don't have access to AE, recipes and salvage won't drop, you have no access to Wentworth's/Black Market, etc.

    If you can't use IOs, then the only drops you're going to get are SOs and influence, and most players would not consider these things worth farming.

    You should check out the capabilities your account will have to make sure you can do what you want to before you invest any time and effort in creating a build.

    In addition, I don't think there's any way to get a perma-dom solo without IOs. Hasten won't do it, and that's the only real source of recharge bonuses that you can get solo as a Dominator. On teams you can be buffed by several +recharge powers (Speed Boost, Accelerate Metabolism, etc.), but solo you're pretty much stuck with what you get.
  7. Quote:
    Originally Posted by Mr_Kingkillaha View Post
    After an attack the snipe becomes a quicker activation attack. I dont know what you would call it, but it could work the like momentum. Every time you do a non snipe attack, your snipe will activate faster for the next 2~3 seconds (with modified damage).
    I'm with you, as long as "modified damage" means substantially lower damage.

    Sniper rifles are used at extreme range, taking into consideration windage and other environmental factors, with long aiming times to make sure that the attack hits a critical spot such as the head or heart.

    Gunfire becomes much less accurate immediately after another shot due to recoil. Less accurate means less damage because you're hitting a less vulnerable spot on the target.

    Instead of modeling this after Momentum, it would make more sense to model it after the proposed change to Assassin's Strike. A snipe initiated in combat would have no interrupt time, but its damage would be one third the damage done when aiming (the interruptible part of casting), putting it in line with the Tier 1 attack.

    For example, Archery's Ranged Shot does 172.7 damage at level 50, with a 4.88 sec casting time and 3 sec. interrupt time. Archery's Snap Shot does 52.55 damage with a 1.19 sec casting time. Using Ranged Shot in combat would therefore do 57.6 damage with a 1.88 casting time.

    This would make me much more likely to take snipes, because they could be used in combat. Such a change would be especially beneficial in Electrical Blast, for example, because it has so many utility powers and no shorter-range hard-hitting blasts like Power Burst or Bitter Ice Blast.

    The tricky part is defining what "in combat" means. The mechanic for Assassin's Strike is easily defined: outside of Hide, you do less damage. The problem with snipes is determining whether you want to take the time to aim carefully to get the extra damage. Forcing a character to wait some amount of time before initiating a full-damage snipe in combat would substantially change the way existing characters play and should be avoided.
  8. What's so outrageously bogus about getting one-shotted by a civilian is that a few seconds later we're in the building shrugging off energy blasts and RPGs while still "Pacified."

    If the Telepathists have debuffed us so terribly that simple rocks can kill us instantly, the RPGs the IDF are launching at us should be rending our constituent atoms to plasma, leaving us not merely dead, but really most sincerely dead.
  9. Quote:
    Originally Posted by Death_Adder View Post
    You have Power Sink slotted for taunt. This is a mistake. Slot for end red and use it to sap enemies. This will let survive prolonged combat with lower or rebuffed defense.
    It's slotted for Taunt to get the 2.5% S/L defense bonus. As such, it's not an unreasonable choice, especially if it's a step on the way to a fully soft-capped build.

    Sapping is rather hit or miss as mitigation: I use extensively it on my SS/ElA brute, but I've got Mu Mastery with Electrifying Fences and Ball Lightning to back up Lightning Field and Power Sink. Without those additional sources of end drain, PS and LF by themselves don't stop the spawn from attacking you. It slows them down somewhat, yes, but the question is whether that is worth the loss of 2.5% S/L defense. The options for squeezing the last 5% S/L defense out to hit the soft cap are rather limited.

    Since the main problem with this kind of build is the defense cascade failure, keeping your defense as high as possible is key.

    So, depending on the character's goals it may well be better to trade off sapping ability for that defense.
  10. Quote:
    Originally Posted by MM3Squints View Post
    Hey, it just seems like the game is trying to keep doms (and brutes) on villain side with the side +special Frenzy provides? Will they bring a frenzy type power to hero side?
    It seems unlikely. Heroes all get the same effect with their alignment power, and that is a "selfless" team buff. That's just the heroic way, and the sacrifice you have to make to have a Heroic alignment.

    I've switched both brutes and doms to Heroes, and I don't find it particularly limiting. When brutes are the focus of aggro, they build Fury very quickly. The lack of "instant on" Domination is much less convenient, but I have perma-dom on my dominators, so in general it's not much of a problem, especially when you're on a large team and Domination is building quickly.
  11. Here's one way to look at this:

    If there's an easy way for people to get XP for themselves quickly, like DFB or the various farms in AE, people who want to level quickly will be far less tempted to pay for PLing services from RMTers. Why would they pay real money for something they can do for themselves and their friends?

    The leveling speed in DFB really does slow down a lot once you hit level 15 or 20. You'd be better off running with level 50 friends in +2 missions because the drops are much better, and you have a shot at purples.

    Plus you'd be able to use all those powers that you're getting. Most people will want to have access to the post-level 10 powers they're spending all that time getting, and that's really the limiting factor on how many times a new player will run this trial.
  12. Quote:
    Originally Posted by rsclark View Post
    I would quit a LAM that didn't close the portals. I don't enjoy starting at an inert body lying on the screen for 10 minutes and pretending I'm playing a game.
    You want a certain number of adds to appear to make sure that you defeat enough to get the astral before you defeat the AV. But you should still close some or most of the portals to avoid having pointless deaths and potential failure.

    The problem with sLAMs is that you miss out on astrals by not getting both grenades and acids. It also doesn't save much time -- if you've got all the grenades you still have to wait for the timer to end and the AV to appear, and if you don't get all the grenades in time you miss out on another astral. And if you defeat the AV before enough IDF forces are defeated you miss out on yet another astral.

    If enough characters are dying during the AV fight (especially debuffers), it will take longer to defeat the AV because there's less concentrated fire on him, and the whole thing can take longer than if you if did it the right way.

    Finally, unless the team is actually capable of withstanding the attacks of all the adds, the odds of failing the trial are high. Half the time I do a pickup slam on Freedom (where it's de rigueur) it fails because there aren't enough players who are +2 or +3, and don't have the necessary incarnate powers to survive.

    So instead of getting several astrals, several threads, an empyrean merit and a random salvage roll, you get just one or two threads for the sake of saving five minutes out of a 25 minute trial.
  13. You can also get trials on Pinnacle in the evenings and weekends, and the occasional one during the day.

    I've done trials on Pinnacle, Freedom, Virtue, and Champion, and I have to say I've had the highest failure rate on Freedom. I've also run some very good trials on Freedom, so it's definitely not all bad. If you're a regular and know who to run with I'd wager you would do well.

    But it's really a quality vs. quantity issue; if you like running lots of pickup trials with random players who may have PLed their way to 50 then Freedom is your server. The afternoon Titan Weapons came out I ran a trial on Freedom that had three TW characters. It failed miserably, mostly because the leader insisted on running a "slam" and didn't want to take the time to do the trial in the "right" way. They apparently wanted only a shot at a very rare at the end. We didn't even get an astral for the warehouse because we ran out of time during that phase. So for 20 minutes of effort we basically got just a few threads instead of spending 25 minutes doing it the "right" way and getting twice as many threads, three astrals, an Empyrean and random roll on the table.

    On the smaller servers certain individuals take it upon themselves to run the trials and they know how to do it. You don't them as often, but they're a lot more satisfying. And since a lot of the people running them are badgers, they want to do all the trials so they get the badges, which makes for a decent amount of variety.
  14. I just tested this out:

    Went to The Fab in Grandville with an Energy/Energy brute. Attacked two Crey tanks standing on the edge of a very loosely packed spawn, probably at least 60 feet across. Within seconds another member of the spawn attacked, and soon the entire spawn was on me.

    In another instance I attacked two minions who were off to the side. One other minion that was looking toward me attacked while the rest of the spawn ignored me. Simply moving past them got their attention and they attacked me. It didn't feel any different than any other brute or tank trying to attract aggro.

    Energy Aura now has an 8-ft aggro-generating -Recharge debuff on Entropic Aura. If you get near mobs they will now notice if you've got Entropic Aura on, even if you have full invisibility (by having Energy Cloak and a +Stealth IO, for example). This is a significant change, one that was not greeted with universal acclaim: many don't like the fact that you have to turn off your mez protection in order to stealth by mobs.

    Of course, if you really want mobs to come attack you, you can just taunt them. They will come no matter how stealthed you are.
  15. Quote:
    Originally Posted by Tex View Post
    How many people are still seeing 'out of memory' crashes?
    I used to get them quite frequently -- whenever I ran one or two trials -- and I haven't had one in a long time, though I have been running fewer trials. It seems to have definitely improved.
  16. Yes, having Freezing Rain recharge more quickly is a good move. It's a great mitigation tool and significantly increases your damage output.

    If you need another slot, I'm not sure how much utility you're getting from the Karma: -KB slotted in Steamy Mist. KB -4 is good enough for 95% of everything, and going to -8 doesn't get you all that much mileage. I almost never have any KB problems with squishies that just use one -KB IO. When you do run into something like Fake Nemesis that can KB you, just hold them first.

    You might consider putting that extra slot into Fissure to get the 6.25% recharge bonus out of Positron's Blast, and four-slotting Basilisk's Gaze in Fossilize with two enhancement boosted Damage IOs to crank up the damage.

    That will get you up to 51% recharge without Hasten.
  17. Quote:
    Originally Posted by Atomic Gadgeteer View Post
    I already have a fire/dark, so considered fire/storm - but they are huge endurance hogs, and wondered how they'd do on SOs alone, just in case.
    There are a couple of options for endurance management for corruptors using just SOs: if you take the Electricity Mastery APP you can get Power Sink, and Power Mastery has Conserve Power. I tried both with my Storm/Electric defender before IOs existed, and finally settled on Electricity. In combination with Short Circuit PS allows you to completely sap many targets.

    Once at level 50 the only end problems I remember having were in protracted AV fights trying to run Snowstorm all the time. Fire probably uses a bit more end than Electric Blast, but then your targets are dying that much faster, so it may be a wash.
  18. Quote:
    Originally Posted by AmazingMOO View Post
    The first reason is the league mechanics. Despite assurances that it would be fixed, the 'Team-up-Teleporter' still seems to be reporting very skewed times. There was also no 'official' patch note that it was fixed. While this is broken, most people seem completely unwilling to use it. They have to volunteer to stay away from instances of any kind - the vast majority of the game's content - for an undetermined amount of time.
    The problem is that everyone is convinced that they have to build leagues by hand, rather than just let people queue and run with the league with whatever players you get. This is partly justified: queuing for a BAF or Lambda and then winding up with no melee characters who can handle aggro will make the AV fights rather sticky. The other trials are even worse, because some require very specific role players (Keyes, for the way most people play it, requires one or two aggro magnets for pulling Anti-Matter around by the nose and one or two dedicated healers for them).

    Even for trivial trials, such as Death from Below, people still think they need to build a team. That trial is absolutely trivial, and can easily by done by any four characters regardless of AT, yet if I queue by myself it's very hit or miss whether I'll get into one. Most of the time when I queue myself on Freedom (in particular), and the queue dialog pops and says there are 4 or 5 players, 1 or 2 players will decline and the trial will not start. I've completed that trial with just 2 players for the last two parts, so it's not really that hard.

    Another issue is that the tools for building trials are so primitive. The LFG queue interface needs to be expanded to allow everyone to see who's queued and what ATs they, and there needs to be at least two states for players in the queue: looking for trial and queued for trial.

    Instead of recruiting in broadcast channels players be able to click a "looking for trial" button in the LFG window. Then other players can see them listed in a window similar to the looking for team window. League leaders can then recruit players as needed, inviting them to leagues.

    If you're in a mission there's no reason you couldn't be in the looking for trial state, and when the trial was ready to go you could hurry up and finish the mission or just exit out to Ouroboros, then get invited to a league or queue for trial.

    The LFG chat channel should actually be chat for people looking for trials, not just messages from the LFG interface.

    The restriction that everyone must be in the same zone to start the trial should be removed. It's obviously unnecessary, since people not in the same league can be folded into the trial, and when you actually start the trial the interface disassembles all the teams anyway (and frequently does not rebuild them properly once everyone is in the trial).

    Finally, I suspect that in the long term the trials will have to be cross-server if the devs intend people to play all of them on an ongoing basis. Someone on Triumph will never be able to get into an Underground trial, but if the LFG queue worked across all servers anyone would be able to get any trial pretty much any time, even after the intense interest in doing them dies down.
  19. I tested the following:

    Ran a radio mission with two characters. Do everything including getting the glowie, but not defeating the boss. Logged out character B. Logged back in without inviting character B back to team. Had character A defeat the boss, ending the mission.

    Character B gets inf and prestige out of the blue for having participated in the mission.

    I'll try ending the mission with character B still logged out, but I'm guessing I won't get anything when I log back in.
  20. Another possibility is to increase the Taunt magnitude of tankers in some way.

    Currently the magnitude of Taunt (the power and the Gauntlet effect) on tanker, peacebringer and brute attacks is 4. One way to give tankers a more important role in combat is to direct more aggro to tankers by increasing tanker Taunt and Gauntlet magnitude.

    Originally brutes and tankers never teamed together, so giving them the same taunt magnitude made sense because they filled the same role for their respective alignments. Now that tankers and brutes are no longer limited to alignment, that may no longer be the case.

    There are problems with this brute force method: brutes could be "starved" for aggro and their damage would decline. It might be impossible for tankers to yield aggro to a brute when needed (as in the BAF).

    So another possibility would be to add a mechanism to allow the tanker to selectively turn on increased taunt magnitude for a limited duration. Tankers could have a clickable Gauntlet power that would increase the magnitude of their taunts by +1 or +2, whatever would make sense. Whether it would be a normal rechargeable power or something that builds like Fury or Domination is another question. I'd go for simple and predictable recharge myself.

    This would allow tankers to forcibly take aggro from other ATs on demand. It would also help when multiple tankers are involved: one tanker could attract more aggro by firing off this command as needed. Being the main tank could actually mean something.

    This builds on the original design of tankers and gives them another means of controlling the flow of combat, rather than introducing completely new mechanisms.
  21. Rodion

    PL me!!!!!!!

    Quote:
    Originally Posted by Ukaserex View Post
    Run them at +2/8. Generally speaking, solo or teamed, that provides the greatest return.
    I would agree with this, but with a caveat: if your team is having trouble running at this difficulty, you're actually losing experience compared to what you'd get if you were steamrolling spawns at +0. The reason is that your DPS is zero when you're dead. If you're dying all the time, and spend any amount of time doing nothing, your effective XP/sec is seriously degraded. This is especially bad if you have to come back from the hospital.

    I have seen literally dozens of pickup teams painfully picking themselves off the floor and limping back from the hospital because they insist on running at +2 when they're just not equipped to do it.

    Most level 50 teams can handle +2 because melee characters have fully fleshed-out defenses, squishies have epic shields, and many characters are often IOed out or have incarnate powers. But lower level teams will have trouble if they lack force multiplier characters (ATs with Kinetics, Thermal, Empathy, etc.) or debuffers (radiation, Trick Arrow, Dark Miasma, Sonics, Cold, etc.). If you're running a team at level 30 and you don't have two or three of these characters, or you don't have a tank/brute that can reliably take all the aggro, you're better off running painlessly and efficiently at +0. Stubbornly trying to run at +2 when the team doesn't have the oomph will make you level significantly more slowly.

    Remember, if you're not cruisin', you're losin'.
  22. I just tested this out, and if you're kicked from a team you still appear to get all the rewards at the end of the mission if you were on the team long enough.

    To test this I ran a tip mission with one account and invited a character from my 99-cent second account. I completed the defeat objectives (two named NPCs, Flambeaux and Blast Furnace, I think), and then kicked the second character, who was ejected from the mission after 10 seconds.

    I then defeated one spawn around the two glowies and clicked the glowies. The character that had been kicked got normal end-of-mission rewards, including credit for completing a tip mission:

    Code:
    You gain 1,237 experience and 1,485 influence.
    Federation of Superheroes gains 95 prestige.
    You were kicked from the team
    [NPC] Jimmy: I know it'll be okay. I just saw La Flamme Fatale.
    You gain 4,167 experience and 3,751 influence.
    Federation of Superheroes gains 568 prestige.
    You gain 4,167 experience and 3,751 influence.
    Federation of Superheroes gains 568 prestige.
    Congratulations! You earned the Walking the Path badge.
    Congratulations! You earned the Ear to the Street badge.
    Congratulations! You earned the Collector badge.
    Congratulations! You earned the Kaolin Legacy of Earth badge.
    It seems that, at least at one point, the devs made an effort to give characters rewards for participation if they aren't actually present at the end of the mission, at least if you were still logged in. Another test that should be conducted is to log out or DCing just before completing the mission, and then log back in, then have the character in the mission complete it without inviting you back.
  23. Quote:
    Originally Posted by REDRUM View Post
    You can have someone invite a ALT toon of yours to the VG and have them make your alt the leader. That way you can keep the base to hold stuff for you. Thats what im doing on hero side and it works grate for me.
    I'm getting all my characters into the same hero SG on Freedom, so I don't have any more slots for alts to be a placeholder.

    I've also found a new owner for the SG, so it's no longer available.
  24. Earlier this year I was having a lot of crashes from memory leaks near the end of trials, and missed out on several reward tables. So I sympathize.

    I don't know if this is still the case, but years ago I was on a mission and the leader kicked me for some silly reason. Afterwards I was running down the street and all of a sudden I got an end of mission reward out of the blue and I leveled.

    It would be interesting to test whether that still works. If so, the logic for detecting this kind of problem is obviously there and the intention is that you get the end of mission reward if you're there long enough and still logged on. The only problem with crashing is that you're disconnected and your session information is lost, as well as the trial data if everyone else exited.

    Obviously the devs could add code that would decide whether you were on the trial long enough to deserve a reward when a disconnect or kick is detected, and if so remember this and bring up the appropriate reward table when you next log in.

    The question is whether it's worth the effort doing this. I'd rather have them spend the time fixing the crashes than implementing kludges to correct for them. So the questions are:

    How frequently do people disconnect due to Internet connectivity problems under these circumstances?

    And what constitutes "being on the trial long enough to deserve a reward?" Many of the trials already have significant rewards (astrals in all and 60 threads in some) for partial completion of the trial, so to get the end reward table you pretty much need to complete most of the final conflict. For Lambda and BAF it would seem that you'd have to be present for most of the final AV encounters, say, until they were down to 20%.

    Since that last 20% goes by pretty fast, probably only a minute or so, the number of people who disconnect in that short window is very small relative to the number of people running trials.

    Is it worth the effort? If the devs had considered this issue during the initial design of the system it probably wouldn't have been a big deal to implement. But adding new design hooks like this to an existing system is messy, and is often the source of future bugs.
  25. Quote:
    Originally Posted by Dr Harmony View Post
    But it does nothing to address the lack of area control. It sounds like Wormhole still has a long animation, sub-par radius and opens you to return fire while using it.
    Yes, to me Gravity's real problem is Wormhole. Other sets have Flashfire and Stalagmites, which can be used pretty much anywhere, anytime, in extreme safety. As one would expect from an area control power.

    Gravity has Wormhole, which can't be used most of the time because it teleports the spawn away from the rest of the team and puts it in an essentially random place (as far as the rest of the team is concerned). It then scatters the spawn across a broad area unless you have a wall to prevent the scatter. And the spawn has enough time after you start activating the power to walk over to you and beat on your noggin.