Rodion

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  1. Rodion

    Shard drop rates

    Quote:
    Originally Posted by talestar View Post
    wow you guys take negative comments real seriously, wel im happy to say that with speed or regular runs on TF the drop rate is about 5 per tf wich is truly amazing as far as solo it hasn't changed at all but i can say that ive gottem a truck load of more tip missions, and im quite happy for those that dont have my problem with the drop rate in soloing but honesty is honesty
    When I run solo at x8 I see a drop rate of somewhat less than one shard per mission. If people are seeing 5 shards per TF (let's say we're talking ITF), then it sounds like these are completely in line. Tip missions have far fewer total mobs than the huge numbers of mobs swarming the ACRES of land in the last two ITF missions.

    While it's possible that there's a bug that causes a reduction in drops in certain cases (there have been such in the past), the experiences that we see in a TF with eight players where one person gets 1 shard and another gets 10 indicate that there's a wide variability, which can be completely attributed to random chance.

    Anecdotal experience is the least reliable form of "proof" in statistics. If humans actually understood probability, no one would ever play the lottery or roulette. The fact that millions of people actually do play the lottery is proof that we as a species have absolutely no intuitive grasp of statistics.

    This is further exacerbated by the fact that actual drop rates in the game are not publicized, so we can't actually "check the math." All we can do is guess based on logs, and when the drop chance is low it's hard to get good estimates.
  2. Quote:
    Originally Posted by Liquid View Post
    Do you believe that character diversity is an important part of this game in general? If so, please say why, and from the information you have so far from the sneak-peaks or the threads about them, what impact do you feel the Incarnate system will have on that diversity, and the game as a whole?
    I do think diversity is good. But if you look at all the systems in the game, the amount of diversity is smaller than you might think -- many of the AT powersets are actually pretty similar, differing only in minor ways. There are only so many ways to hit and blow things up.

    Take, for example, the epic power pools that you can get at 41. They are in fact rather limited and uniform. Each AT only has access to three or four different pools, and most of the powers in those pools are simply pulled from other powersets. The Patron power pools are the same way: most of them share powers and appearance.

    What you have to consider is the overall amount of diversity for the entirety of the character, from costume options, to AT, to primary and secondary powersets, to epic set, to Alpha slots, and each of the other Incarnate powers.

    There are going to be what, 11 different Incarnate slots? We would have a lack of diversity if every player made the same choice for each of those slots. But they won't. We may have only four choices for each of those slots, as we do with Epic Power Pools, but combinatorically speaking, even that small number will provide a very large number of combinations (4 to the 11th power).

    But most people won't make random choices for their characters: they'll choose powers that are thematically consistent with their characters. I picked the Pyre epic power pool for my fire/fire tanker for the fire theme as much for the powers it contains. My ice/ice blaster has the cold epic because of the ice theme, even though Mace Mastery would work out numerically better.

    Thematic choices for characters limit diversity as much as anything else, and those choices are made by players so their characters maintain an internal consistency.

    Would I like there to be more options? Sure, but it's impossible for the devs to make that many different kinds of powers: they just don't have the time.

    What I'd prefer to see, and what the devs have implemented partially with power customization, is the ability to customize the appearance and display effects of powers independent of their mechanics. In essence, I want to be able to make new power choices appear consistent with my basic AT powersets.

    Some may disdainfully call that "homogeneity." Others call it "thematic consistency."
  3. Quote:
    Originally Posted by Amanita View Post
    I admit, until now I've been something of an invention refusenik- just not terribly interested. But now I've got a couple of level 50's that I'm working through the incarnate slots with, and I'm looking at ways to make them better and stronger, including IO's.

    So here's a question for those in the know in these affairs- if you want to get a set of purple IO's for a character, what are some good ways to do it as cheaply as possible?
    One character is a Katana/WP scrapper, the other is Dual blades/WP.
    Purples are mainly useful for increasing recharge, as others have noted. If you're IOing a melee character you may want a completely different set of bonuses.

    For example, if you have /Shield character you can fairly easily soft-cap your character's defense to all positions using IO bonuses that are found on non-purple sets.

    You should get Mids and see what IO bonuses will do for the characters you're thinking about improving. I've found purples to be most useful for Dominators because they retain the recharge bonus at any level. Most of my scrappers have enough attacks that recharge isn't a big concern -- I'd rather get defense bonuses, and purple sets melee characters typically use don't have defense bonuses.
  4. I like the intent of the current PvP system: previous versions of PvP left you dead immediately or held indefinitely. Certain characters were nigh-invulnerable because they healed faster than you could possibly damage them. The intent of travel suppression is good, to prevent certain obnoxious tactics.

    The problem with these changes is that they drastically altered the game from how it plays in PvE. PvP throws away exactly those characteristics that make our characters fun to play. The core game mechanics were altered to force particular behaviors on the players. Take travel suppression. When you fight your speed slows way down to prevent you from using hit-and-run attacks and fleeing battle.

    Rather than force arbitrary rule changes on players to slow them down, there should be an intrinsic motivation coming from the game that gets the players themselves to eschew undesired behaviors.

    I've always wanted PvP to be like the final confrontation in the Lord Recluse Strike Force. A big battle that lasts a decent while, where there's lots of duking it out. The standard PvE tactics don't work there, and you usually wind up fighting all the AVs at once (unless you use the Mind Dom sleep gimmick). You generally focus on one of the AVs at a time and whittle them down, but you still can't gank Numina in two seconds.

    Now how fun would that be if every time Numina got down to 25% she bubbled herself and ran away? We know exactly how tedious that is from the universal hatred of the Diabolique AV in the Maria Jenkins arc. But that's how human players often react to impending death.

    But instead of forcing a rule change -- travel suppression -- on players, the reward structure of the encounter should punish undesirable behaviors and reward desirable ones. Fleeing battle, for example, could be punished. Standing your ground heroically while taking fire from a half a dozen enemies should be rewarded. A full team ganking a lone opponent would be penalized in same way -- perhaps diminishing the likelihood of rewards for a period of time. A "Courage/Cowardice" stat could be added that adjusted the drop chance for juicy rewards.

    What would the nature of those rewards be, and how would they be judged? Well, that's the tricky part. Getting a chance for shard or a component for extreme acts of valor seems reasonable. Controls are needed to prevent gaming the system. But if gaming the system takes just as long as playing the game as it's intended, it doesn't really matter.

    Perhaps one way of doing this is to basically turn all player characters into AVs in PvP. You get the same purple triangle mechanic (important for squishies), the same level of AV hit points (but tanks still get more than defenders), etc. All powers would work the same way they do in PvE. This would allow defenders and controllers to last quite a while, avoiding the whole "kill the healer in the alpha strike" scenario. If a team brings six Mind Doms and holds everyone all at once, the punishment mechanic kicks in and the team gets docked Courage points, reducing their shot at a nice drop. Interactions with NPCs have be worked out. To avoid interminable battles the purple triangles or hit points might decay over time, equally among all participants.

    The exact details obviously need to be worked out. But instead of changing all the mechanics of the game to prevent undesirable player behavior, it would be better to reward players for desirable behavior and make them police themselves. They will still have the option to do the undesirable things, but they will pay for it in some way.

    Getting defeated in PvP doesn't have any real downside (except you don't get a reward), but there's still a perceived penalty. If there's an upside to getting defeated courageously (a Notice of the Well, for example), people won't mind PvPing. The system just needs to smart enough to differentiate between players farming rewards and playing the game as intended. Metering rewards over time isn't an optimal solution, but it would be serviceable, and is already well established throughout the game now.
  5. If you define a "farm toon" as one expressly designed to run the same map over and over again solely to make influence and drops in the most efficient manner possible, then I've never made a farm toon.

    But if your definition includes characters with good defenses and lots of AoE attacks that can wreck havoc over most of the content in the game, then I'm guilty.

    But since the sole goal of the game is to wreck as much havoc over the maximal number of foes in the shortest time possible, having pride in your inability to meet that goal seems misplaced.
  6. To the original poster:

    One player can only have 20 or so slots per level 50 character. That means each character can bid or sell 200 or so items at most. If they have 10 level 50 characters they can only corner the market on 2000 items. And when other people start selling the items for less than they're listing them for, the price will drop again.

    In the end this can never be a serious problem because it's just too boring to sit around buying and reselling salvage. It's a stupid prank, not very funny and not very ingenious.

    You can easily circumvent these jerks in just a few minutes, if it's that important to you, by just running AE missions and getting salvage with tickets. I would much rather have the devs spend their time adding real features to the system, and the GMs spend their time helping people with real problems instead of riding herd on nitwits.

    If there are indeed idiots who are getting their jollies buying low and selling outrageously high, you're only providing them the feedback they strive for by posting here. If you would instead spend this time producing a bunch of salvage and selling it for reasonable prices all the griefers' slots would be clogged with overpriced salvage. And you would make a ton of inf when people overpaid for your lower-priced salvage.

    This is how regular markets work, and it's why the devs won't do anything about this. It's a self-correcting problem.
  7. Quote:
    Originally Posted by passerby View Post
    And apparently, pets can target them before you can.
    There are at least two ways to damage rezzing freaks.

    The first is to target a pet that's attacking them. You can attack through the pet (at least with ranged attacks; I haven't tried it with melee attacks).

    The second is to use AoE attacks. If you've got a PBAoE it's easy -- just use it. If you've got a targeted AoE it's a little harder: you have to target something near the rezzing freak and hope to hit the rezzer with the splash. If you're using something like Shockwave that'll require you to move around to hit both targets.

    These are probably exploits, which the devs should fix in the future.
  8. Quote:
    Originally Posted by OV_ohms View Post
    Will it allow us to command line switches? I like to use the /maxinactivefps command when running more than one client.
    There's a way to add command line arguments for the executable through a drop down menu on the entry for each game. I added /maxinactivefps to the command line and I got into the game without problems, but I'm not sure how to check whether it's actually in effect.

    There's also a checkbox to launch in safe mode in the same dialog.
  9. I followed the instructions and everything seems to be working fine.

    I haven't found anything I don't like yet, and every time I thought I'd found something I didn't like I found a setting or an option that let me make it the way I'd prefer.

    I really like the fact that the strike target is displayed. I wish it were always displayed, rather than one of several cycling notices, but it's a lot better than having to go to the forums to find out that information.

    I use the test and beta servers, so it's nice to have only one place to go to start these up.

    I also really, really appreciate the fact that the default browser is now used to display web pages, instead of forcing me to use Internet Explorer.

    I also like that we have the option to tell the launcher what to do once it's started the game. I think, however, that the default action should be to exit. I can't think of any reason why I'd want the launcher to remain in memory (it's 34MB and doesn't do anything for you once you've started the game).
  10. Quote:
    Originally Posted by Chaos Creator View Post
    Reward/Time
    The only way to get shards is to defeat mobs. Similarly, purple recipes drop from defeated mobs, with bosses having a significantly higher drop chance. Those are rewards most people find worthwhile, so you want to maximize the number of mobs defeated to maximize those rewards.

    We shouldn't be focusing on speed TFs -- we should be focusing on efficient TFs. Most of the speed TFs I've been on aren't very efficient, or speedy for that matter. By trying to save time, the team gets spread out and unfocused, and it winds up taking longer than when everyone stays together as an unstoppable machine of mass destruction.

    The ITF is a good example. That TF is structured in a way that offers you little incentive to skip large sections. The maps are small enough that you can basically bulldoze through every spawn you meet on your way to the goal.

    After having done the LGTF many times in the last week, it's obvious it should be changed, especially mission 3. It should more closely resemble the ITF. The mission 3 map is just too big and convoluted. The best way to fix it would be to remove all but the two important NPC hostages or spawn them all in obvious locations so that you can go through the mission in a linear fashion in a reasonable amount of time. Then the failure gimmick can be removed, and the team can be forced to defeat the AV, and everyone will be a lot happier.

    You should be able to complete most TFs in 60-90 minutes with a good team. Making players run around on an near-empty map to find the last hostage hidden away in some cesspool at the extreme edges of the map is not fun. It's just a tedious waste of time.
  11. I've got an electric/electric blaster that can effectively drain mobs. It does take Short Circuit and Power Sink to drain them to zero, but if you go in stealthed, they're down to zero within seconds.

    The downside is that you're in melee range. My build isn't soft-capped for anything, so I get hit right away, and usually stunned. Thus, my current build isn't really very good for solo sapping, but on a team you can really do a number on their end.

    Once you've drained them initially, Short Circuit can recharge fast enough to keep them that way, especially if you're hitting them with Ball Lightning constantly.

    The real problem is that once they're drained the mobs frequently run away. And by frequently I mean all the damned time. Freak Tank bosses are the worst cowards. Drain them to zero and they run for the hills.

    I've also got a SS/Electric brute that is pretty effective as a sapper, and between Lightning Field and Power Sink, you can drain most mobs and keep them that way. Throw in the end use from their attacks against you, Ball Lightning and Electrifying Fences and you can keep them that way permanently, plus they can't run away.

    If I were to redo my E/E blaster for solo sapping I would aim for S/L defense and recharge. It's possible to softcap an E/E blaster for S/L using Weave, Combat Jumping, Scorpion Shield, two sets of Kinetic Combat and Rectified Reticle, and one set each of Enfeebled Operation, Obliteration, and Reactive Armor. I would also get Stealth or Superspeed and a Stealth IO to allow you to sneak into mobs and sap them.

    When Hasten is active Short Circuit is up every 7 seconds, and Power Sink is up every 20, meaning that even on a fast-moving team you can totally drain every spawn with just Short Circuit and Power Sink.

    I'd suggest that you make a Mids build that implements the necessary power selections and slotting, but not buy the expensive sets yet -- just reuse your existing sets as they'll fit, or make a second build that just has SOs but is set up to take the expensive IOs as you get them. Then I'd run with a team and see how well you can sap.

    If you like the performance on a team, putting in all the IOs will just make it better. Adding S/L defense will protect you from most melee attacks, but it won't protect you from a lot of the AoE stuns and some damage attacks that go along with being in the middle of melee. So you'll always need to carry a lot of break frees.

    In the end, though, I don't think blaster sapping is ever going to be as effective as you want it to be. Your best bet might be to get permanent Domination on an Electric/Fire dominator. That would combine sapping with a high-damage attack set.
  12. Quote:
    Originally Posted by _Elektro_ View Post
    I just chose an Empath as my new defender. I really don't want to think of him as a pure healer.
    I've played each defender set to at least 32 (except Traps), and I find Empathy is low on my list of favorites, even though my first defender and first controller were both Empathy.

    One of my favorites is Storm. It has a decent single-target heal for when things do go wrong, but it has a lot of debuffs and knockdowns and other things to prevent your team from getting hurt in the first place. Storm was my second defender, and I've come to like it more over time.

    Not that there's anything wrong with Empathy: the set has great buffs, and I recommend trying all the sets out. It just gets a little old being a buff bot.
  13. Quote:
    Originally Posted by Jibikao View Post
    Then do +2 or +3!
    Tonight we ran the LGTF and I forgot to change my difficulty settings: I had left it on +2. We walked into the first mission and I groaned when I realized it.

    "Sorry," I said. "I forgot to change the diff. Do you want to restart the TF or wait until after this mission?"

    Someone on the team said, "There's no rush," and another said, "I'm tired of seeing blues. This is fine."

    I was running a Inv/SS tank with just a first-tier cardiac and was a little concerned with the Psi damage I knew I'd be taking later on, but we left it at +2.

    And we cruised through the whole TF. The only serious problem was with Hamidon, but we toughed it out.

    It might have taken 90 minutes, but everyone said they had a lot of fun. After running for a couple of weeks rushing headlong through every TF, it was kind of nice to take some time to smell the roasting Rikti...
  14. Rodion

    New Computer

    Quote:
    Originally Posted by HunterSmith View Post
    Going to get a new computer built for myself, any advice on what it should be?
    It would probably be more useful to ask what characteristics the computer should have: number of processors, processor speed, amount of memory, etc.

    But the most important part is probably the graphics card and the amount of graphics memory. There are so many out there, and unless you follow the graphics card market closely it's hard to tell what kind of performance you'll get out of a particular card. It's hard to compare performance among cards just by looking at specs, especially across manufacturers.

    I've got a card that works okay with Ultra Mode, but there are a lot of places where it stutters so I'd like to upgrade. For me it would be useful to have someone rank a number of graphics cards in terms of how well they run the game with various settings: marginal with low-level UM, acceptable with medium settings under UM, runs well with medium settings for UM, runs well with all graphics settings maxed out.

    Then there's the issue of power supply and number of slots, and types of slots. For those of us with older computers (two years old), it would be nice to know what graphics cards use less power but still perform well.
  15. Rodion

    hyperinflation

    Quote:
    Originally Posted by Another_Fan View Post
    While I have about 70 billion inf stored, I have over 200 billion in IOs stored. Every 1% rise in the overall price of things nets me 1.3 billion inf for doing nothing
    But since everything you would spend that inf on is going up in price due to inflation, you haven't moved forward at all. Unless your goal is just to have bragging rights about how big your inf number is.

    Big-time inflation is here, but it's not a serious deterrent to players getting what they want unless they refuse to adapt to it. The real problem is that inflation is forcing us to participate in certain content in order to keep pace, and if that content is not what you're interested in then you're more likely to complain about inflation.

    Right now we're seeing very low prices on lots of top-tier salvage because everyone is running the WTF. When the WTF is a level 25-35 TF we should see a drop in the price of mid-tier salvage. We'll also see an increase in the number of mid-level recipes for the same reason. How much that will reduce their prices is left to be seen, but it should help lower the dearth of mid-level recipe.
  16. Quote:
    Originally Posted by Diellan_ View Post
    This was done because, unlike the Data View window on the left, there is no ability to do a mouseover of the Enhancement numbers to find out how much of the enhancement comes from your slots and how much comes from the Alpha Slot. My choices were to either overloaded the popup with enhancement data, making it difficult to read, or to choose between displaying the final amount or the pre-Alpha Slot amount, and I chose the later because I felt that would be more immediately useful to people when they are filling their slots.
    Yeah, I can see the problem with overloading the popup window. It's getting kind of busy. But it would be vastly more convenient to have the Alpha slot enhancement data appear in the popup.

    The popup already has a Pre-ED notation. Perhaps you could do something similar, taking up as little space as possible. For example, the popup could be changed to display the alpha slot numbers after a slash. This would be an example with the Cardiac Partial Core Revamp:

    Code:
    Buff/Debuff                 Value
    Accuracy                    47.70%
    Damage                      99.08 (Pre-ED: 127.2%)
    EnduranceDiscount       47.70/79.10% (Pre-ED: 81.0%)
    Range                        15.94/35.94%
    ...
    The alpha slot numbers and the slash would appear only if you've selected an alpha slot, so when building a character you wouldn't have all the extra noise. But once you've selected an alpha slot it would appear (which is what 99% of people will want 99% of the time).

    The only time you really wouldn't want that to show up is when you're exemped, and that will be taken care of when you implement the exemping stuff.

    Alternately, you could just have a separate line for the values including the alpha slot boost. Most powers will only have one or two values modified by the alpha slot, and you're already wasting one line by having the prompt telling the user to see the Data View.
  17. Quote:
    Originally Posted by Durakken View Post
    I'm curious as to your thoughts on this... It seems that Sci-fi is a dead or dying genre...or rather Space sci-fi, not just any sci-fi, but the ones that talk about exploring space and such...
    Shows run their course. The remake of Battlestar Galactica ended not that long ago, and Stargate Universe was just canceled a couple of months ago.

    Galactica's Blood and Chrome just started production, and will probably be a "space opera."

    And the Cartoon Network appears to be running new episodes Star Wars: Clone Wars (though I've never watched it).

    Space opera can be expensive to produce because of extensive CGI (if you want it to look good) and difficulties with getting alien planets to look different. The Stargate series was a good example: every planet they went to looked like Canada, unless they filmed in a quarry, which they pretended was a desert.

    Stargate Universe tried to do space opera on the cheap by having almost everything happen inside the ship (cheap sets), using Canada planets as necessary (though they did manage to find a nice desert-like location) and by reusing stock CGI shots of the ship zooming through space.

    It doesn't really mean much of anything that there aren't a lot of space shows airing just now. There have been many periods since Star Trek first aired when there were no space-oriented shows on TV, but many have come and gone.
  18. Quote:
    Originally Posted by Gunslinger71 View Post
    Now with IOs and alphas, can a FireFire tank acquire a build that gets him/her to soft cap def? And what def values does a fire/fire tank want to concentrate on improving (Defense: Melee as opposed to Defense: Smashing)?
    It's fairly easy to softcap a Fire/Fire tank to S/L damage. The problem with this and any Resistance-based build is that there's no Defense Debuff Resistance -- when you do get hit by a defense debuff, you can lose a significant amount of defense very quickly.

    The build below softcaps S/L to 47%, while providing a good single-target attack chain and four AoE attacks. The only thing I feel like I sacrificed on was leaving Blazing Aura out, and I may yet swap that back in, but I'm still not sure what to give up.

    As to whether Melee or Smash/Lethal is better, I'd say S/L is better. I soft-capped an Electric/Electric brute to melee as an experiment (relatively cheap to do this). I wasn't very happy with it. I changed the build to be soft-capped to S/L and I liked the result much better. Things like Malta gunmen just shredded me with melee defense; with S/L it's definitely better (though they still are very annoying).

    Hero Plan by Mids' Hero Designer 1.91
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Fiery Wrath: Level 50 Mutation Tanker
    Primary Power Set: Fiery Aura
    Secondary Power Set: Fiery Melee
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Pyre Mastery

    Hero Profile:
    Level 1: Fire Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(3), RctvArm-EndRdx(3), RctvArm-ResDam(5), S'fstPrt-ResKB(5)
    Level 1: Scorch -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(7), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(9), C'ngImp-Acc/Dmg/Rchg(9)
    Level 2: Healing Flames -- Dct'dW-EndRdx/Rchg(A), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Heal(13), Dct'dW-Rchg(13)
    Level 4: Combustion -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(15), Oblit-Acc/Dmg/Rchg(17), Oblit-Acc/Dmg/EndRdx/Rchg(17), Oblit-%Dam(19)
    Level 6: Combat Jumping -- Krma-ResKB(A)
    Level 8: Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21), C'ngImp-Acc/Dmg/EndRdx(23)
    Level 10: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
    Level 12: Plasma Shield -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(23), RctvArm-ResDam/EndRdx/Rchg(25), RctvArm-ResDam(25), S'fstPrt-ResKB(27)
    Level 14: Super Jump -- Winter-ResSlow(A)
    Level 16: Boxing -- Empty(A)
    Level 18: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(31)
    Level 20: Tough -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/Rchg(31), RctvArm-ResDam/EndRdx/Rchg(33), RctvArm-ResDam(33)
    Level 22: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(33), LkGmblr-Def(34), LkGmblr-Def/EndRdx/Rchg(34)
    Level 24: Consume -- Mocking-Acc/Rchg(A), Mocking-Taunt/Rchg/Rng(34), Mocking-Rchg(36), Mocking-Taunt/Rchg(36)
    Level 26: Fiery Embrace -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(37)
    Level 28: Fire Sword Circle -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(39), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 30: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(40), Mocking-Taunt/Rchg/Rng(40), Mocking-Taunt/Rng(40)
    Level 32: Build Up -- Rec'dRet-Pcptn(A), Rec'dRet-ToHit/Rchg(42)
    Level 35: Incinerate -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(42), KntkC'bat-Dmg/EndRdx/Rchg(43), F'dSmite-Acc/Dmg/Rchg(43)
    Level 38: Greater Fire Sword -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(43), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Dmg/EndRdx/Rchg(45), F'dSmite-Acc/Dmg/Rchg(45)
    Level 41: Ring of Fire -- Enf'dOp-Acc/EndRdx(A), Enf'dOp-Immob/Rng(46), Enf'dOp-Acc/Immob/Rchg(46), Enf'dOp-Acc/Immob(46)
    Level 44: Char -- HO:Endo(A)
    Level 47: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dmg/Rng(48), Posi-Acc/Dmg/EndRdx(50)
    Level 49: Rise of the Phoenix -- Dmg-I(A)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Run-I(A)
    Level 2: Rest -- Empty(A)
    Level 1: Gauntlet
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A)
    Level 2: Stamina -- EndMod-I(A), EndMod-I(50), P'Shift-End%(50)



    Code:
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  19. This would be cool, but we can already do this. If you create a base at level 10 and run in SG mode all the time by the time you get to 40 or so you have enough prestige to have several enhancement bins or salvage bins.

    Once you do this on one character you can use global email to move things around to all your characters.

    So, yeah, it would be nice, but the devs should work on new things before adding refinements to stuff we can already do.
  20. Quote:
    Originally Posted by warden_de_dios View Post
    Wolf Head needs a Fox Pattern.
    I don't have access to my computer now so I can't test this myself. Is it possible to use the face scaling options to change the wolf head to make it appear ... um ... foxier?
  21. Quote:
    Originally Posted by ThugOne View Post
    Other differences from other games:
    - We can't take your stuff. Once you have a piece of "gear" (generally called either "Enhancements" or "Temporary powers" or "inf") on your character, there is no way for any other character to take it away from you.
    - Death is easy. The penalty for dying/defeat is.... not much. If you die, you earn something called "debt", which just reduces the rate at which you earn experience for a little while. You don't lose any money or stuff, you don't have to find your old body, etc. Most of the time, the biggest inconvenice of dying is the time it takes to run back from the hopsital.
    There are also badges for dying. In fact, if you're playing a villain you need one of the debt badges to get a useful accolade power that improves your stats.
  22. I found the old defiance to be totally worthless. Almost as bad as the old Vigilance. So, no, reverting to the old Defiance would be a terrible idea.
  23. The devs have been trying for years to get people to do more TFs. They added rare recipe rewards in large part to get people to do them, and then switched that to reward merits, and that still didn't get large numbers of players to participate. Part of the problem is that getting teams together for TFs is extremely difficult unless your supergroup is doing it.

    By designating a TF of the week, the devs are gating a large number of players through the same content. This will make it much easier for people to find teams because so many people will be doing the same TF. This will also get a broader swath of players doing them, so a bigger segment of the player base will be more familiar with them, which means they'll know how they work and they'll (eventually) be more efficient doing them. Which will make them much less painful to do. When you know what you're doing, most of the TFs aren't significantly harder or time-consuming than a similar string of 5-10 missions.

    It's a good idea to include lower level TFs in the WTF schedule so that more people can get the Task Force Commander accolade. By providing a way to make forming TF teams easier (making everyone do the same one each week), the devs are helping all those players who just haven't been able to get on a TF but want those badges and the associated accolade.

    But if you don't want to do a certain TF because you don't get shards, skip it that week and do the ITF again. And again. And again...
  24. Quote:
    Originally Posted by Texarkana View Post
    They should have put the long-defunct information terminals to use for announcing what the Weekly TF is, since they're all over the place. Slightly more thematic...but nice turnaround time.
    The terminals could be used to list all zone events as well -- if you log on when there's a Rikti invasion in progress there's no way to tell where it is unless someone says where it is. The event chat messages go out once when it starts, and if you're not around for them you never get them.
  25. Quote:
    Originally Posted by Sukothai View Post
    This is for SG/VG. We already have Enhancement Table, Inspiration Collector, and Salvage Racks. But could we get someting to store recipes in for later use?
    In all seriousness, if the recipe would be important enough to store in the base, then it's important enough to make the recipe into an IO, which you can already store in the base. Given this, the dev time required to do this would be better spent giving us something that there is no workaround for.

    The aspect of market availability should also be considered. If you're just casually hoarding recipes because you might need them someday, the devs (and everyone else who has bids on it) would rather have you put it on the market instead. Part of the reason the market seems out of joint is that hoarding IOs has become much, much easier than it used to be. People are more inclined to squirrel away IOs now that they can email them to an alt that has a personal SG.

    We can now hoard thousands of IOs. If the extra step of making people craft IOs before hoarding them causes a larger supply of recipes, it's a good thing for the game.