Rodion

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  1. Quote:
    Originally Posted by Wing_Leader View Post
    Really? It seems like a lot more than just theory being bandied about. In just a single thread in the Scrapper forum on "Brutes vs. Scrappers, which is better?" there were five pages of debate involving power/enhancement/buff interactions that were based on empirical data and what seemed like a pretty deep understanding of the numbers.
    Truly casual players are not reading the forums. They're just playing the game.

    I recently looked at the powers chosen by all the characters in an 18-man BAF, and only about 12 of them had any IO bonuses, and of those four or five had only a few IO bonuses.

    I can't tell if they were using SOs or common IOs, but we had no problems completing the trial successfully. On large teams with incarnate abilities, being IOed out just isn't as important as when you're trying to run content solo at x8/+4.

    If people are kicking you from a 8-man team for not being IOed out the wazoo, they just don't understand how the game works.
  2. Rodion

    BS vs WM vs Axe?

    I made an Axe/Fire brute on a lark to see how it works with three Force Feedback: +Recharge procs in the AoEs. Mids reports something crazy like a 320% recharge bonus, but I somehow doubt it'll be that fabulous. Only at level 17 so far, so the madness hasn't started yet.
  3. Quote:
    Originally Posted by ChrisMoses View Post
    SO. That's why I've been trading Astral Merits for recipes. That and Incarnate costumes aren't much of a selling point for me (when compared to recipes, at least).
    If you're getting the stuff you want at the rate you want to, you're not doing anything wrong. I concur with your estimate of the value of 32 astral merits (basically they're the same as two alignment merits), and make decisions on whether to buy stuff on the market or use merits accordingly.

    Having a pile of influence is not the goal of the game for me. Doing the things I find fun is. Once I have enough inf to accomplish, that I turn to more enjoyable pursuits than acquiring funds. Seeing as how playing the game also gives you piles of inf, there's really no need to focus solely on the market.
  4. Quote:
    Originally Posted by EvilRyu View Post
    Phasing technology? I remember seeing that some where. How exactly does that work?
    Yeah, I think this has to do with phasing.

    Phasing is a system that puts people with the same mission in their own alternate reality, where bad guys exist for the mission at hand. This allows you to have an effect on the apparent world, so that the area you cleared Hellions out of will have cops there after you complete it.

    Edit: this was done to reduce the need for instances, which are very CPU intensive. Since there are so many lowbies, it saves a lot of processing to have everyone in an open zone, but phasing allows you to see different things than people who are doing other tasks.
  5. Quote:
    Originally Posted by Forbin_Project View Post
    OH NOES! I has to take 5-10 seconds turning my toggles back on befores I enterz a mission. My life iz ruined! Woe iz me!

    Less QQ more pew pew.
    Travel powers are often required inside missions. For example, in one mission of the Lady Gray Task Force you have to fly up to mitos and use melee attacks. Which you can't do with your rocket board because you can't use any other powers when it's active.

    Some brutes, tanks and scrappers have as many as 8 or 9 toggles. It's not a total deal breaker to waste 10 seconds turning them on again, but it gets old mighty fast. There are several other missions where you have to zip around vertically a lot -- the one where you fight on a Sky Raider platform comes to mind -- or the Sutter TF, and using a rocket board there would be very tedious and dangerous. There are also some rooms in the CoT caverns that are a lot easier if you can fly, and the rocket board is a pain there as well.

    It's not uncommon for tanks and brutes to zip through missions using their travel power to quickly bypass mobs (this is common in the last mission of the Lady Gray TF). If you try that using the rocket board you will potentially take a lot of damage and will probably get held by the dozens of Rikti mesmerists standing in the hallways.

    Again, not a tragedy. But if you're depending on the rocket board for all your travel needs, you'll suffer some annoying limitations.

    I see the rocket board as useful for someone who prefers Superspeed, but occasionally needs flight. But, because of things like the LGTF, you're still going to have to keep a jet pack in your back pocket.

    The point is that the rocket board is not game breaking because it suffers from so many limitations. It's not a one-for-one replacement for flight, as the OP opined.
  6. Quote:
    Originally Posted by FullMoonRising View Post
    But you still won't see me lining up to throw 50 dollars all at once at you guys. 50 dollars is a lot of money
    I agree. These things need to be priced at a level that I'll buy them on an impulse. If it costs $5 more than a month of playing the game, it stops me cold. It will just make me wait and save my points from my monthly allotment instead of spending it right now. Which means I might be waiting several months if I buy some other cheaper stuff in the meantime. In the long haul, I'll wind up spending less.

    Most consumers have a threshold where they tell themselves, "Heck, that's so cheap I can't afford not to buy it." You want all your items in this model to fall into that price range.

    For example, that's how I bought the Steampunk bundle on day 1 of Freedom. And when I come up with a character for the Barbarian costume set, I'll buy the whole thing even though I might only use a few of the items out of it. Because, hey, it's so cheap I can't afford not to buy it. The same thing was true when they had the sale on the Science pack -- too cheap to pass up, and I had to buy it.

    For me, 400-800 points is in that magic impulse range.
  7. Rodion

    Time Overpowered

    Quote:
    Originally Posted by Maroon Warlock View Post
    Being a therm, I would MUCH rather have the 30s duration with 1m 30s recharge and a radius of 25ft! I think most enemies debuffed by that much won't even last the 30 seconds, so why do we need 40s on Melt Armor?
    I find that Siege and Nightstar last much longer than 40 seconds in the BAF. They survive long enough for Melt Armor to recharge a couple of times (my controller doesn't have MA perma).
  8. Quote:
    Originally Posted by Emberly View Post
    Rad blast is pretty meh. I'm not surprised you feel underwhelmed. I found it to be weak and slow. The animations aren't bad or especially slow, but what kills it for me is that the actual blast travel times are terrible. Also, the -def effect rapidly becomes superfluous.
    Yes, I have a level 50 Rad/Kin, and I just can't recommend Rad. With IO sets the -def only comes into play rarely. I was able to make the character fun by soft-capping to S/L and getting into melee so I can enjoy the benefits of Fulcrum Shift, but the character still seems less powerful than my Fire/Dark corruptor, which has three AoEs that play very well together.
  9. Quote:
    Originally Posted by dbuter View Post
    It will sell like hotcakes, I'm sure. Who wouldn't want a travel power that is better than flight at 4th level, that won't suck up one or two power slots?
    Are you aware that when you activate the rocket board all your toggles go off and all your other powers are inactive, as they do with walk? That means, for characters that have a lot of toggles at least, it's not a practical substitute for a real travel power.

    It's actually much more hamstrung than Ninja Run or the animal pack run power, which have been around for a long time and aren't seen as game-breaking.
  10. Rodion

    Memory leak?

    There has been a memory leak since at least I20. It caused crashes on my machine when I would do two or three trials. It seemed to get better after a few patches, but then it started getting worse again after the last patch before I21. Yesterday I crashed with an out of memory error after logging in and out of 30 or so characters.
  11. Quote:
    Originally Posted by Mr. DJ View Post
    I think you'll be fine, wait a few minutes and resume pwnage if you're killing too fast. Also, some people had already been testing it on +4/x8 and had no halt in rewards.
    I tried this out dual-boxing with a 50 and a lowbie on Beta last week. I didn't notice any change for the 50 (no change in inf or tickets far as I could see), but the lowbie stopped getting rewards after a time. I noticed no throttling when I did a Council radio mission.

    The net effect was that I seemed to get to the same level in about the same amount of time in AE as I did in the regular mission. Which I would guess would be the point of any kind of throttling of rewards.
  12. Quote:
    Originally Posted by Arbegla View Post
    Its a great plan, the only problem is getting everything to said character.. I've crafted about 80-ish recipes via all the rares and uncommons i've managed to email to myself, and I'm ok enough with doing it this way (as global storage doesn't seem likely, and increasing self storage is already kinda happening with i21) i just don't like being limited to 150 transfers a day..clearing over 12 characters worth of salvage is a lot more then 150 items, and thats not even counting the fact i've been rolling alignment merits as much as possible to build an even bigger storage.
    I do a similar thing, but I don't usually try to send salvage around. I typically just send the crafted IO to the storage character, and craft the recipes on the characters that have them. I buy the salvage if I don't already have it. I also don't try to do everything at once.

    I recently consolidated around 40 purple IOs from dozens of characters played over several years this way, as well as many rares and high-demand uncommons.

    It's really the sort of project you don't want to do all at once, because you'll wind up getting impatient.
  13. Basically, if you're using lots of IOs you tend to aim for a particular effect. This can vary from softcapping S/L or ranged defense, or making some power permanent (such as Hasten, a dominator's inherent Domination, or a tanker's Dull Pain, or a Plant controller's Carrion Creepers), never running out of endurance, and so on.

    Then you take powers that give you the basis for maximizing the desired effects, as well as powers that can slot IOs that will give bonuses that will get you to the desired numbers (be they defense, recharge, etc.).

    The hard part comes in selecting the right stuff to make the desired numbers high enough without gimping your character's normal functioning. This is hard because sometimes the powers you need to take to slot IO sets that increase your numbers don't really complement your basic power.

    The first thing then is to decide what superior target you're trying to hit. If all you really care about is minimizing endurance usage and making the character "snappy" to play, using a lot of IO sets that give good bonuses for recharge and endurance reduction, as well as global recharge bonuses (the purple and rare recipes you've chosen do a good job of that), is all you really need to do. That's what your build does, more or less.

    One thing to note: you've chosen Maneuvers, but you don't really have any other defense to speak of, so it won't really do you much good personally. Small amounts of defense aren't very useful unless you've already got a lot (like 30% or more). Some people do take Maneuvers in order to slot Luck of the Gamber: Def/+Recharge, though. But you could also take Combat Jumping or Stealth to slot LotG: +recharge, and those may provide greater personal benefit than Maneuvers.
  14. Quote:
    Originally Posted by seebs View Post
    Neat! I am glad they thought of it.

    I still sorta dislike having them be the same power, but now it is a unique specialty of energy aura -- taunt aura works while mezzed.
    It's consistent with Energy Aura's stealth power, Energy Cloak, which doesn't suppress when you attack.
  15. Quote:
    Originally Posted by peterpeter View Post
    I think all this legalese is rather silly. They all say the same thing. "We can do whatever we want. You can't do anything. Most especially, you can never ever sue us no matter what we do. If you ever blink then that blinking signifies that you have read and agreed to this contract, and to any modifications we ever make to it, whether we tell you about them or not." As far as I can tell, that's what every piece of legalese junk I've ever agreed to has said. My choices seem to be "agree to everything every corporation asks of you, or go live in a cave." /shrug. It's not my favorite aspect of the 21st century, but that's what life has become.
    And it's not clear whether any of these things are even enforceable beyond terminating your subscription. Anything else they might say is not enforceable, since you are under duress when you are forced to agree to them, and there's no signature or other explicit acknowledgment of the agreement. This is particularly germane the case of minors who may agree to things without the knowledge or consent of guardians, which is completely possible when time cards are used.
  16. Quote:
    Originally Posted by Miladys_Knight View Post
    Some "green measures" are actually more harmful to the environment, such as the windfarms that kill more birds in 5 years than power lines did in 50.
    This is flat-out false. Wind turbines kill 150,000 birds each year. Cats kill 500 million birds a year. 100 million birds die each year flying into the sides of glass buildings. Power lines kill 10 million birds and cars kill 11 million birds each year.

    Why? Simply because there are a hell of lot more cats and glass buildings and power lines and cars than there are, or will ever be, wind turbines.

    Check out the article: http://www.washingtonpost.com/nation...VlJ_story.html
  17. Realize that there are two or three different kinds of color blindness, so coming up with a single color scheme that fits all may be a problem. Other techniques such as icons or letting users customize the colors may help.
  18. Quote:
    Originally Posted by DarkGob View Post
    Yeah, the devs are clearly trying to push VIP players onto Exalted. Discounted transfers, special events on Exalted at level ranges that you'll need to transfer a character to participate in.
    There's a difference between making it easy for people to transfer and kicking them out the door. Facilitating the migration of people who want to go is a good thing: you don't want to play with people who feel they're "stuck."

    I doubt I'll move any characters to Exalted, though I may move some characters to Pinnacle from other servers with my free transfers.

    If lots of people go to Exalted it will be crowded, and crowded places seem to attract a certain kind of person. When I play on Freedom I just don't like the vibe. It's all about speed ITFs and speed Lambdas and submitting your resume to the team leader before they'll even consider inviting you. This ain't a mission to the moon, it's just a half-hour trial, for gosh sake...

    When you have a large population people tend to be picky and snotty and petty, which is particularly annoying when these guys don't really know what they're talking about. On smaller population servers people have to get along to get anywhere. Yeah, there are some jerks, but the smaller population size reduces your anonymity and constrains the most overt behaviors.
  19. Quote:
    Originally Posted by SuperT View Post
    Has anyone ever seen any discussions regarding enhancement slotting and being able to remove currently slotted enhancements out and inserting new ones without having to use a respec or throwing out the old ones in the trash bin?
    Yes, in I21 you'll be able to get enhancement unslotters. To use these:

    * Obtain them by buying them from the market or as rewards from the Paragon Rewards program.

    * They will appear in your email box, under Character Items, I believe.

    * Get the unslotter out of the email on the character you want to use it on. It will appear as Special salvage in your Salvage window.

    * Go to the Enhancement page. Click and drag the desired enhancement on to a slot in the tray.

    * A dialog will appear asking if you want to consume an unslotter.

    * Say yes and you've got the enhancement back.
  20. The OP's suggestion is sort of like running in SG mode, where you get prestige in exchange for cutting your inf in half.

    If you could encapsulate that idea with some in-game rationale it be more logical. Perhaps actually joining the Midnighters and running in Midnighter mode, or when running secret missions for Vanguard (which, since they're secret, won't give you any influence/infamy).
  21. Quote:
    Originally Posted by Fulmens View Post
    To answer the original question: Leave bids over several levels over a week or so (the "weekend buying and selling" is heaviest Thursday, Friday, Sunday and Monday nights; at that point there is more "weekend" than week.) If that doesn't work, raise your bids and wait another week. If that doesn't work, grit your teeth and spend merits...
    Fulmens has it right: patient bidding is the best way to get recipes for "reasonable" prices.

    The other thing I'd mention is that if you're short on cash, you should assign an equivalent inf value to your alignment merits based on how much it costs you to get them. If a recipe is selling on the market for less than your cost of merits, buy it on the market. If it's selling for a lot more on the market than what your merits cost you, use your merits.

    For example, if you get alignment merits by converting reward merits from TFs and arcs, they're costing you 20 million inf, plus your lost opportunity cost. If you cranked through Unai's arc for those 50 merits, that represents a lot of effort. If you get most of your reward merits from the weekly strike task, you probably don't spend much real time to get them. If you get your merits from doing tips at low difficulty levels, you're probably cranking through them with very little effort each day, but it does take you two calendar days to get one.

    Since converting reward merits has a fixed inf cost of 20 million, that's probably the easiest thing to decide: an alignment merit is worth a minimum of 20 million inf, and potentially 30 or 40 million, depending on how much your value your own time. That means you would use an alignment merit to buy a one-merit recipe if you have to pay significantly more than 20 million on the market.

    So, if you're pressed for cash, it may make sense to use alignment merits to buy things like Kinetic Combat: Dam/Rech and Dam/End, which often cost 40-60 million, Luck of the Gambler: +Rech, which often cost 100+ million.

    (The exception is using alignment merits for buying things that just aren't available because there's no supply, which can be the case for rare recipes at certain levels. If no one's selling it on the market, you can't buy it there.)

    You may also want to use some of your merits to get recipes that are selling for a lot, and then sell them on the market to get the cash to buy four or five other things.

    You could just play the market, but if you sell things you earn, you're part of the solution -- creating more supply -- instead of being part of the problem -- creating more demand.

    In the end someone has to do the work to make the stuff that everyone else buys.
  22. You missed:

    4) Run trials to get Empyrean merits, which will allow you to obtain very rare recipes faster than alignment merits (limited to 1 Empyrean merit/day/trial, soon to be 2/day for Keyes, and soon to have four separate trials for the potential to get 5 Empyrean merits/day).

    5) Run trials to get Astral merits, which will allow you to obtain rare recipes in less calendar time than alignment merits, at the expense of more real time. These can be obtained at the rate of 5 or 6 per trial with no limit on the number earned per day, and since rare recipes cost 16-32, you can, if you want, run them to get LotG: +recharge recipes until your fingers bleed.

    6) Run trials for incarnate XP to obtain access to incarnate powers that are effectively impossible to get in any other way.
  23. Rodion

    Freedom? Hardly

    Quote:
    Originally Posted by SlickRiptide View Post
    The long and short of it is that the game is not really that restrictive; especially if you're a true newbie and you don't know anything about inventions or architects or consignment houses.
    One limitation that's very irritating is the inability to give or receive inspirations. That means if your F2P friend dies in a mission and doesn't have a Res inspiration, or can't combine to make one, you can't give him one. Which may mean he has to go to the hospital, which may mean a five or 10 minute delay depending on where the mission is.

    It's reasonable to limit some trading of items, like inf, IOs and recipes. But you should be able to give F2P players all the things that normally drop for them: inspirations, DOs and SOs, in particular.
  24. I have Storm/Electrical, Empathy/Psy and Cold Domination/Ice defenders, and I've had the most fun with the Stormie, but I really liked the Cold/Ice too. I didn't play it as much because individually buffing large teams with the ice shields was a drag, but that was recently changed to be much more convenient (you can now buff the whole team at once).

    Knockback isn't that big a deal with storm if you do it right. I didn't even take Gale, and I only use Hurricane under certain circumstances, and Tornado almost never. The big pluses for Storm/ are Steamy Mist, Freezing Rain and Lightning Storm. Snow Storm can be useful too. I find O2 Boost slotted with Doctored Wounds recharges fast enough to keep most teams healed, and it provides some protection against draining and some mezzes.

    Cold/ shares many powers with Storm/, but it has Benumb, which helps big time against some AVs. It has shields and a hit point boost, but no direct heal. Cold/ makes a very good AV killer.

    I've played all the defender primaries except Traps to at least 38, and I'd rank Storm and Dark at the top for me, with Kinetics, Trick Arrow, Cold, and Rad in the middle, and Sonic, Empathy, and Force Field at bottom. I don't like having to constantly buff someone over and over, but don't mind healing them as required -- remembers to do the repetitive shtick gets to be a drag.

    It's fairly easy to soft-cap for ranged defense with Cold/, Storm/ and Dark/, if that makes a difference to you.

    I prefer to be an active attacker/debuffer, rather than a babysitter/buffer/healer, but one reason I like Storm is that it has a heal in O2 Boost, one that I'll use whenever I see someone's hits going down. Storm can rain chaos down, but you can also save lives directly in a pinch.
  25. The other thing is tactics: recognize the enemies that will hold you and take them out preemptively. If they're LTs or minions, all you need to do is stun/hold them. If they're bosses you need to him them with two holds or two stuns.

    If you have an ice blaster you can get two holds in Ice/, making it easy. If you're electrical, you can also get two holds (one in the Electric epic). If you're /Energy you can get Stun and Total Focus, and Power Thrust is usually good enough to keep them knocked down long enough to put enough mags of stun on them if you don't have the first two. If you're Psi/Energy you can get a ranged stun in addition to your melee stuns.

    The combination of tactics, breakfrees, ranged defense and Defiance will generally get you through pretty much anything. Once you get used to playing a blaster and knowing which of these things to use against which targets, you'll very rarely be beaten by mezzers. But you do need to be able to realize what's happening to you quickly and what to do about it within a few seconds, otherwise you'll be toast.

    Combining insps to always make sure you have break frees is also key.