Rodion

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    You can start a DFB with as few as four people. I've run it with four and it was very easy. Yet time and again, I see people broadcast "DFB lf4m!" for half an hour, after having sat in Help for a while and know that this DFB team already has four members. They have enough people to start, but they're willing to waste another half hour looking for the remaining four.
    I haven't seen that, but a couple of weeks ago I was making a lot of new alts and was frequently queuing for DFB solo. After a few minutes the dialog would come up with the count. On Exalted typically everyone accepted and away we went. But on Freedom if there were only four to six players two or three of them would decline and the trial would fail to start.

    One of the times the trial did launch with just four players two of them ditched us in the middle of the Lost tunnels. Me and the other guy toughed it out to the end, eventually beating the Hydras between the two of us.

    I just don't get it. This trial is trivial with four. The only "hard" part is the very end, and that's only hard before you realize that you just can't stand there frozen in one spot.
  2. Quote:
    Originally Posted by UnicyclePeon View Post
    I am still unable to make myself do tip missions on a single character long enough to generate hero merits, because I am an altaholic.
    I am too, but it's really not all that hard to do the tip missions. I'd suggest turning the difficulty down to +0/x1 at most, and running with a Scrapper/Brute/Tank/Stalker until you get the hang of them. I find I can do five of these in less than half an hour most of the time, unless I get saddled with one of the hostage escort missions which can take longer.
  3. Quote:
    Originally Posted by Socorro View Post
    Totally agree. And we still have those good ol' Cysts.
    What's even worse is when two (2!) of these things show up in the PPD arc in the middle of those gigantic spawns of Equalizers and Ghosts, when there are no Khelds on the team and no one is expecting these things to show up at all, and half the team doesn't even know what they are.

    On a low- to mid-level team a cyst can turn a tough mission into a total nightmare. It's a bug that they can show up on teams that no longer have any khelds, because they don't make any sense being there in the first place.
  4. The heal doesn't fire very often and it doesn't heal for much. But if you slot all five pieces of the set you do get a 6.25% recharge bonus. That's the real reason for slotting that IO.
  5. I should have received the 7 year vet badge in September. In October I sent a petition about that and my reward token not awarding at the right time. I received a response saying that the reward token would show up on the 28th (it did, approximately), and that they're "working on a resolution" for the vet badge problem.
  6. Quote:
    Originally Posted by MisterD View Post
    When the arcs were being tested, just the fact you could get two A merits, back to back, with no prior work, SHOULD have raised a biiiiiiiiiiiiiiiiiiig red flag. Waved it with a damn chorus of trumpets playing too.
    The requirement for getting alignment merits has always been to have completed a morality mission. As you point out, this was actually a bug that allowed players to get a reward they shouldn't have. But as a matter of policy, the devs often omit posting patch notes for the beta/test servers that alert players to potential exploits during the time the patch is on beta/test and before it goes live.

    Yes, the devs should have updated the live patch notes with the two lines about the rewards change. That's the error here. Ranting about a reward being taken away that should never have been given is much like ranting about the devs "taking away" the myriad AE exploits over the years.

    The real problem is not that the bug was fixed, but that the intended rewards were never documented clearly beforehand.

    People using the beta server do indeed find a lot of bugs. But I don't recall the SSA arcs ever appearing on beta. I admit that I logged on to beta only infrequently between the current and previous betas, so I could have easily missed them. Did any end-users run them before they went live?

    Most people copy over their favorite characters to beta, which are usually kitted out to the extreme. That typically means level 50 heroes and villains that have been getting alignment merits.

    Which means end-user beta testers would have had an inherent bias against finding this bug, which affected level 15-20 characters, or characters that haven't done a morality mission.

    To find this kind of bug we would have had to have a clear description of the intended rewards and then execute a test plan to test all the end cases. We don't usually get that level of detail in the patch notes, so it's very hard to know what things to do to catch these kinds of bugs.

    This bug shouldn't raise any more ire than any other bug. Except that when everyone got two alignment merits in a row from running these arcs they saw them a ticket to getting easy merits. When that proved not to be true they got mad. Why do people get the most angry when unreasonable expectations are unmet?
  7. Rodion

    Stuck Mobs

    Perhaps a better overall solution would be to implement a command called /mobstuck that runs the logic for /stuck on all mobs in the mission, regardless of whether they're selected. If the devs think it would be abused it could function only if there are fewer than 5 or so mobs remaining, or within some radius of the characters using it.
  8. Quote:
    Originally Posted by Vauluur View Post
    I'm willing to work at getting this build for as long as needed. What is a concern is availability of recipes. So Kinetic Combats and purple recipes are more or less off the table - unless there is no other option.
    Using Alignment Merits to get Kinetic Combats works quite well if you don't like playing the market, and there's no problems with availability. Breeze through your five alignment missions each day (should take you half an hour), and run trials. Between the A-merits and the oodles of inf you make in trials, you'll be able to get all your KCs from Fort Trident and the market in a couple of weeks.

    Running the Signature Story Arcs is also good for an extra merit here and there.

    You can really speed things up by running alignment missions on alts, then send the resulting recipes you buy from BOTLER to yourself via global email. If you have enough alts, you can get all the KCs and LotGs you need in a few days.
  9. Rodion

    Stuck Mobs

    First I would like to know whether the logic behind the /stuck command would work if applied to a mob stuck in the wall.

    If so, then it seems a similar command could be used on your currently selected target to nudge it free of a wall. Since that wouldn't give you any control over where the mob goes, there would be no need to limit its usage.

    I'd rather see them fix the problem of mobs getting stuck in walls in the first place, though.
  10. I went with Musculature on my DDD. The only time endurance is a problem is during protracted AV fights like the trials when I don't want to get in close enough to use Dark Consumption. But even during trials I find that two or three blues are usually enough to keep me in enough end to run my many toggles and attacks. That or I just meter my attacks to avoid my toggles going down (I've also got Maneuvers, Assault and Tactics).

    I'm slotted for damage on my attacks rather than acc debuff, so I would be using less end per damage than you. Using Musculature it seems that you would experience a significant increase in damage output, which would result in you needing fewer attacks and less end to take down mobs.
  11. Rodion

    So...Ice Armor

    Quote:
    Originally Posted by Aett_Thorn View Post
    IThe visuals are the real reason I see people not wanting to make an Ice Armor character.
    You can minimize the appearance of the visuals using customization to the point where the ice is almost invisible. You can also use the close fx distance setting to turn off all effects on your character if you really hate the effects, but really want the set.
  12. Quote:
    Originally Posted by Texas Justice View Post
    Go into mission, get to AV fight, use all Red, Yellow, Purple, Orange and Breakfree Inspirations as fight starts, start claiming inspirations all through fight and have a nearly unlimited amount of inspirations available throughout the fight.
    While it's true having a huge store of inspirations would be bad, would it really hurt anything to email yourself 10 Luck Charms, or 10 Accuracy recipes, or 10 Accuracy enhancements?

    The real problem is that there's no way to select multiple enhancements or inspirations at once. You can place a bid for 10 enhancements at once, but there doesn't seem to be any way to select more than one enhancement for adding to one auction house slot.
  13. Quote:
    Originally Posted by TheProtector View Post
    Rest in Peace Keyes, you were the most fun piece of content I've played since returning.

    But alas, the majority want to change who you are, so therefore it shall be.
    I'm curious. Do you run Keyes with one particular character, or a variety of very different characters?

    I haven't run Keyes many times, but it's not bad if you have a character that has one or more these particular characteristics: a fast-recharging self-heal, good resistance to energy damage, the ability to fly, an AoE heal and a single-target heal, and so on.

    But many characters have no healing capabilities at all, except for inspirations, and getting automatically hammered for most of your hit points every minute or so isn't "fun" for many people. Having to chase around another character spamming an AoE heal isn't "fun." Getting automatically held isn't "fun."

    Some of these problems might be dealt with by any character through the appropriate Incarnate powers. But if you don't have any Incarnate powers yet, or don't want to take those powers because you have no use for those powers outside the Keyes trial, Keyes may not be particularly fun for you.
  14. In general I like knockback, but it should be used properly. In particular, using AoE KB as an opening move is frequently counterproductive if there are any melee characters, or blasters with AoE attacks, or defenders with AoE debuffs, and so on. It's very annoying when melee characters (most often a PB) start out by scattering every mob in the room to the four corners. Solo, that's probably a fine tactic. But you have to adjust your play to accommodate your team, especially if you want to maximize efficiency.

    That said, KB is an absolute staple of the comics and action movie genres. Every superhero in the comics, no matter how super he is, gets knocked back. From Superman on down, whenever someone hits them hard or shoots them with a big gun, they all go flying. This adds a great deal of dynamism to the genre and to the game.

    A game isn't the same as a comic book or movie to be sure. But knockback is here to stay. Everyone should learn to use it correctly, but everyone should also stop pitching hissy fits if there's a stray bit of knockback now and then.
  15. Quote:
    Originally Posted by Ms. Mesmer View Post
    Oh, it's pretty easy to fail the It's Alive badge. Just have some combination of low DPS or low mitigation. You can come by these by having a lack of support ATs, a bunch of characters with Psi or Negative damage, which I'm pretty certain the Abomination resists pretty well, or a good number of characters at the low end of the level range with few slots and DO strength enhancement or thereabouts.
    I've done the trial several times with a Dark/Dark defender and Dark/Dark blaster, and never had any problems.

    The Dark defender makes it particularly easy to get It's Alive: put Darkest Night on the Abomination, spawn Dark Servant at its feet, and the pet will tank the Abomination for you, healing itself as needed while your team spends all its time on zombies.

    I haven't noticed that it takes significantly longer for Dark Energy attacks to take down the Abomination, but since Dark Miasma includes -res and -regen attacks, the AV's defenses are seriously compromised.
  16. Quote:
    Originally Posted by Tenlaar View Post
    -Psionic Mastery. This is the one that I am actually hoping to make work the most. I would actually like to take all five powers in this pool if I could. The -recharge to stack with snow storm on harder single targets from Mental Blast. Indomitable Will and Mind Over Body, both seem to be great buffs to have.
    Look at the Clarion Destiny incarnate power before going with Indomitable Will. Clarion is in many ways superior to it. Fire damage is in general better than Psionic damage, especially at higher levels.
  17. Quote:
    Originally Posted by Thirty-Seven View Post
    That IS what is happening. There are boatloads of folks trying to make their own farming arcs and failing miserably at it (or continue to have old un-usable farm arcs listed) that really are making it harder to find the well written stories. It is the principle reason that I don't really use the AE for anything anymore: unless I already know the name of a good arc, it is pretty difficult to find one when I feel like it.
    While it's true that the profusion of farm arcs does make it more difficult to find well-written arcs, there's something called "Sturgeon's Law" which is applicable here.

    Theodore Sturgeon was a science fiction writer and editor. In the 1950s the knock against science fiction was that it was unimaginative, cliche-ridden piffle, trash, crud or crap. Loosely paraphrased, Sturgeon's Law says, "Sure, 90% of science fiction is crap. But 90% of everything is crap."

    So it is with AE arcs. Even if you throw out all the farm arcs, that still leaves thousands of arcs that are honest attempts at creating a fun mission. And 90% of them are crap.

    So finding an arc you like by searching through the descriptions provided by the authors and ratings by biased reviewers would still be hard. As always, the best way to find things that interest you is recommendations by people whose tastes mirror your own.

    People came up with the solution to this problem long ago: any arc that intends to be a serious story just needs to include a keyword in the description that indicates this. As long as writers and people searching the arcs know the convention, all the farms can be immediately filtered out.

    I haven't been following arc-writing conventions lately, and that practice may have fallen by the wayside -- it was in vogue before the devs added the categories for arcs. But the community can reinstitute those conventions to make the search for content more suited to their tastes easier.
  18. Quote:
    Originally Posted by Evangel_NA View Post
    So yes, the devs do quite a bit - and imo way too much - "do as I say, not as I do" crap in this game. But this is most definitely not one of those instances.
    Indeed. The devs usually add ambushes to increase the challenge of the mission, or to simulate some event such as the discovery of the characters in an enemy base. In real life intruders entering any installation would find every guard in the place converging on them in a heartbeat, as the monitor in the video surveillance room alerted everyone when they saw you duking it out with the guys at the front door. That doesn't work dramatically, so they reserve the ambushes for specific cases. But when ambushes become too common it gets tedious quickly, as many people have mentioned.

    The whole point of ambush farms is to provide easy XP and tickets for defeating non-challenging mobs.

    My guess is that the goal of the devs is to get players out of the habit of doing exactly the same thing endlessly to get XP. By evening out the XP potential across all content they probably hope to get players to say, "What the heck, it doesn't matter what I do, I get the same XP. Maybe I'll try something different today."

    The devs could "do as they say" by not cutting back on rewards for ambushes that are actually challenging. For example, carnie ambushes with Master Illusionist bosses, or Malta, or custom mobs with truly dangerous powers. But they know the authors who would create six ambushes of Malta could be counted on one hand. So why waste the development resources on special cases that would never occur?
  19. Quote:
    Originally Posted by EricHough View Post
    I just ran a test on a couple of my characters who had never run the SSA's before but I have used as alignment merit grinders, although not since the last update. So both of them should have already confirmed their alignment and should be eligible for the alignment merit reward from the SSA's, assuming their confirmation flag has not been reset.
    I ran the SSAs on two characters today and both were offered the Hero Merit reward. The first one I did before I saw this post, so I can't swear I actually got the the Hero Merits (I think I did -- I went to Fort Trident and immediately spent them), but the second one I watched as the counter for the Hero Merit in the Salvage window went up as I took the reward. I haven't run the morality mission in months on that character.

    I was afraid that the morality on all my characters was erased like it was several months ago (giving me the annoying 50 reward merits instead of alignment merit the next time after that patch). That does not seem to be the case across the board like it was then.

    There must be some more complex set of factors causing people to not get the Alignment Merit reward offer.
  20. Quote:
    Originally Posted by Katie V View Post
    According to my logs, I'm seeing double salvage drops about 3.5% of the time, with the frequency roughly the same across all enemy ranks. The overall salvage drop rate has increased by around 50%, and the double drops alone aren't enough to account for that.
    Thanks for doing the analysis.

    My salvage bin has been overflowing and the price of salvage has been dropping in the auction house, so I was pretty sure they had increased the drop rate, but I had no real numbers to back it up.
  21. Quote:
    Originally Posted by Samuel_Tow View Post
    I don't get this. The developers make the Architect and then they're horrified to learn that people are using it to powerlevel.
    This is a common misconception. The devs don't mind power-leveling within certain constraints. But they don't want players taking advantage of bugs that give XP even faster than that. That is, they don't seem to mind if you get to 50 in 30 or 40 hours. But they object when you do it in 2.

    If the devs were dead-set against PLing, they would reduce the amount of XP that you get for defeating higher-conning mobs. In fact, they have intentionally made it much easier for teams to fight such mobs by instituting the difficulty slider, allowing you to run at x8/+4. They also went through several rounds of XP "smoothing" to increase the leveling rate at certain level ranges. They knew exactly what they were doing when they did this.

    Part of the reason for this may be to democratize PLing and cut the legs off RMTers. If anyone can PL themselves in the sewers, or in AE, or by endlessly repeating the Battle Maiden or Infernal missions -- which is how people PLed before AE and the sewers, then RMTers can't charge for the privilege. And that's a huge boon for the game in general.

    What would you rather see? Constant spam in Atlas saying "ae lowbie farm. 5 mil/run". Or "sewer team lf2m"?
  22. Quote:
    Originally Posted by graystar_blaster View Post
    This is like a bait and switch.
    No, it's not bait and switch. I've always known that they were not freely tradeable; they mentioned that when they announced them. I did think they were account-bound, however -- I was confusing them with the IOs that they sell on the Paragon Market that adjust with your level.

    Edit:

    When you look at the info for an enhancement booster the top of the window has the following text:

    Enhancement Booster
    Salvage not tradeable

    The text in the window reads:

    "An Enhancement Booster can be combined with an Invention Origin enhancement to increase their effective level by 1. Each enhancement can be boosted up to 5 times this way.

    "To use this salvage, enter your enhancement management screen. Click on the power that contains the slotted Invention Origin enhancement. Once in the combine screen, click on the enhancement you wish to boost. This will cause the enhancement to slide into the left combine slot and will cause the Enhancement Booster salvage to appear in this screen. Click the Enhancement Booster to cause it to slide into the right combine slot. Click Combine to complete."

    The fact that the salvage can't be traded or emailed should be reiterated here, but it's definitely documented that you can't trade boosted IOs.
  23. The thing is, to level fast you need to defeat a lot of mobs quickly. That either requires you run on a team, or to run solo at higher difficulty (x4 or more) and use AoE attacks to defeat the maximum number of mobs in the shortest time.

    Stalkers aren't particularly good at that, since most don't have many AoE attacks. You've only got one AoE attack, a melee cone, so your potential for leveling quickly on your own is minimal. Assassin's Strike often takes the place of an AoE attack in stalker primaries.

    I'm running a Street Justice/Energy Aura stalker, currently at level 37. I'm going for soft-capped defense across the board (except psi), and at 37 far I've already got 40+% S/L/Energy defense. I can easily run Energy farms in AE at +0/x4, as well as tip and radio missions against Council, Freaks, etc.

    SJ has one cone attack and one PBAoE. The XP/second is not as good as, say, a SS/Electric brute, but the character is already quite durable, and I don't even have Weave yet. The solo leveling speed is completely acceptable to me. One tip or radio mission solo usually gives 10-20% of a level at level 36.

    I play the character like a scrapper that has a big alpha attack. Since I'm running at x4, assassin's strike is usable only at the beginning and the end of the fight (if a boss is still standing and has enough hit points to bother placating). If you try to use Assassin's Strike more than that you wind up wasting too much time for hide to come back and mobs to forget about you, or you get interrupted trying to use it.

    Since you don't have much AoE potential, you might try running at higher level difficulty (+3/x1) for more XP/minute, but you'll need to fix the slotting on your character before doing that.

    But your best bet is to get on a big team that knows what it's doing.
  24. The problem is that the developers are beset by a myriad of conflicting requirements: players want to level quickly; players don't want to outlevel contacts; players want new content because the old stuff is boring; players want new zones and interesting locations; players want new and interesting mechanics; players want shorter trials and arcs; players want access to the old stuff.

    Every time the developers add something new something old is displaced because you level past it too quickly. Keeping long-time subscribers happy is more important than making it easy for non-paying players to run through the old content.

    The devs do have a solution that they've already used to bring to your attention missions that they feel are worthwhile. The Find Content button on the Contacts window will teleport you to the Hollows and Faultline at level 5 and 15 (I assume other contacts will show up at the appropriate level, but I haven't noticed them).

    Arcs like those and Croatoa aren't in the "mainstream" of the old contacts, but the arcs are shorter, don't require you to waste as much time running all around the city, have better mechanics than the old stuff and are better written.

    All of that just makes those missions more fun to do. Missions like Frostfire in the Hollows are still fun after 7 years, but many of the oldest arcs and task forces are way too long and way too repetitive.

    The old arcs and trials consisted of up to a couple dozen missions that can take days to complete, while the new arcs are much more compact and streamlined, and can often be completed in an hour or less. Considering how fast characters level now, long arcs just don't make sense anymore.

    So, rather than dump players into content that the devs know is outdated and, frankly, tedious, they choose to send players through arcs that are shorter and more fun.

    What I'd rather see is the old arcs be revamped like the newer content, with each contact having only three to five missions that pack in all the interesting and useful information. The update of the Positron trial is a good case in point.

    At that point the Find Content button can be used to direct players to those revamped contacts, which I assume will also mean that you can just walk up to those contacts and talk to them at the appropriate level and get the mission (the way you can with the Croatoa arcs).

    For now you can always do those arcs in Ouroboros. I'd actually like to see the system changed so that you can walk up to any contact and do their missions, and if your level is too high, you'd get exemped down to the level of the mission once inside. That would also solve the problem of having missions from contacts that you've outleveled. Ouroboros would still be useful for the conceit of doing these missions repeatedly.
  25. Quote:
    Originally Posted by Chase_Arcanum View Post
    I'd be happy with having #1 implemented. Being able to reply to tells would be a rather effective way to converse. Heck, it would alleviate frustration on both sides-- if I send tells to someone that can't reply back, how do *I* know that they're trying to chat to me and not ignoring me?
    F2P players not being able to respond to tells from VIPs is a major inconvenience for VIP players in my book. So I too heartily endorse the ability to respond.

    However, I know that adding this ability would be non-trivial -- either a new command would have to be added with significant restrictions on its usability, or the system would have to remember people who sent F2P players a tell during the current session and then allow the F2P player to send tells to those people. Allowing only tells to the most recent person would be ugly and very inconvenient, because you can't control when you get tells, and you can get tells from multiple people, all of whom deserve responses.