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We just tried to do a Statesman TF and the first mission instance crashed three separate times, booting everyone out.
The first run the team leader had the difficulty set too high (causing most of the team to wipe during the Arbiter Sands fight), so we reformed the team and restarted the TF.
The second run we destroyed the cables and began to fight Arbiter Sands. The instance crash manifested itself with a Mapserver Disconnected message, eventually booting everyone out.
We tried again, entering the same mission again once everyone was back, with the same result.
Then we reformed the team again and restarted the TF from scratch, with the same result.
Each time the instance crashed during the Arbiter Sands fight.
This was on Pinnacle, between 2 and 3:15 PM CST. -
Quote:I didn't bother with Inferno at all. Not that I'm opposed to it on general principles (I took it on my Fire/Energy blaster, and took Blizzard on a Cold/Ice defender), but it just doesn't make sense on a character where so much of the mitigation comes from a toggle (Darkest Night).Inferno you will never use - why would you want to drop all your toggles that are debuffing them? I have it - got it at 49 but I only use it and then self destruct in a last ditch chance to save the team in an overrun.
The character below is a whole lot cheaper than the OP's most recent build and has nearly soft-capped Ranged Defense. It uses Leadership, but still has very manageable End usage even with the Recharge Alpha slot. I got the Mu Mastery PPP for Power Sink, though I don't use it very often.
This character is a great on a team and very robust solo. I unintentionally took on a multi-wave ambush of Longbow at +0/x8 led by a ballista, and survived even though I was stunned at least four times (always carry several break frees!).
Villain Plan by Mids' Villain Designer 1.91
http://www.cohplanner.com/
Click this DataLink to open the build!
Fire Mire: Level 50 Magic Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Dark Miasma
Power Pool: Flight
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Teleportation
Ancillary Pool: Mu Mastery
Villain Profile:
Level 1: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(3), Thundr-Dmg/Rchg(3), Thundr-Acc/Dmg/Rchg(5), Thundr-Acc/Dmg/EndRdx(5), Thundr-Dmg/EndRdx/Rchg(7)
Level 1: Twilight Grasp -- Nictus-Heal/HP/Regen/Rchg(A), Nictus-Acc/Heal(7), Nictus-Acc/EndRdx/Heal/HP/Regen(9), Nictus-Acc/EndRdx/Rchg(9)
Level 2: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(11), Posi-Dmg/Rchg(11), Posi-Dmg/Rng(13), Posi-Acc/Dmg/EndRdx(13)
Level 4: Tar Patch -- RechRdx-I(A), RechRdx-I(15)
Level 6: Darkest Night -- DarkWD-ToHitDeb(A), DarkWD-ToHitdeb/Rchg/EndRdx(15), DarkWD-Rchg/EndRdx(17), DarkWD-ToHitDeb/EndRdx(17)
Level 8: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(19), Posi-Dmg/Rchg(19), Posi-Dmg/Rng(21), Posi-Acc/Dmg/EndRdx(21)
Level 10: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(23), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(25), Thundr-Dmg/EndRdx/Rchg(27)
Level 12: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(27)
Level 14: Fly -- Zephyr-ResKB(A), Zephyr-Travel(29)
Level 16: Shadow Fall -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(29), RedFtn-EndRdx/Rchg(31), RedFtn-Def/EndRdx/Rchg(31), RedFtn-Def(31), RedFtn-EndRdx(33)
Level 18: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(33), Thundr-Dmg/Rchg(33), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(34)
Level 20: Fearsome Stare -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(36), Abys-Acc/EndRdx(36), Abys-Fear/Rng(36), Abys-Acc/Fear/Rchg(37)
Level 22: Howling Twilight -- RechRdx-I(A), RechRdx-I(37)
Level 24: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(37), RedFtn-EndRdx/Rchg(39), RedFtn-Def/EndRdx/Rchg(39), RedFtn-Def(39), RedFtn-EndRdx(40)
Level 26: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(40), Posi-Dmg/Rchg(40), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(42)
Level 28: Petrifying Gaze -- Lock-Acc/Hold(A), Lock-Acc/Rchg(42), Lock-Rchg/Hold(43), Lock-EndRdx/Rchg/Hold(43), Lock-Acc/EndRdx/Rchg/Hold(43), Lock-%Hold(45)
Level 30: Aim -- RechRdx-I(A)
Level 32: Combat Jumping -- LkGmblr-Rchg+(A)
Level 35: Recall Friend -- Winter-ResSlow(A)
Level 38: Dark Servant -- Cloud-ToHitDeb(A), Cloud-Acc/ToHitDeb(45), Cloud-Acc/Rchg(45), Cloud-ToHitDeb/EndRdx/Rchg(46), Cloud-Acc/EndRdx/Rchg(46), Cloud-%Dam(46)
Level 41: Charged Armor -- RctvArm-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(48), RctvArm-ResDam(48), RctvArm-ResDam/EndRdx/Rchg(48)
Level 44: Power Sink -- EndMod-I(A)
Level 47: Assault -- EndRdx-I(A), EndRdx-I(50)
Level 49: Vengeance -- LkGmblr-Rchg+(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- Empty(A)
Level 1: Scourge
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(50), EndMod-I(50)
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There are separate volume controls for music and sound effects. Have you checked that the volume is greater than zero for the effects?
My guess is that music and sound are basically the same -- they just play ogg vorbis files for both. So if one works so should the other. -
Quote:You are dead on about the sliders, but I'm not sure that we really need additional incentives to get people to roll at lower levels.What they need to do is make the sliders affect the level of random rolls, and somehow incentivize rolling at lower levels...maybe make a lower level roll cost fewer merits/tickets than a level 50 roll. Not sure what they could do with A-merits though, maybe a % chance to get a sixth recipe that goes down the higher the level you roll at?
Since most procs fall into that category, that's really the only incentive that's needed. There are LOT of players who will pay a premium for lower-level procs. A level 25 LotG: +recharge can go for twice what a level 50 sells for.
As I recall, there's some exception to the level rule for procs, but there's enough confusion in the playerbase that people are willing to pay more to be sure that the procs work at lower levels.
Between players who are rolling for lower-level procs and players who are rolling to outfit characters with midlevel IOs, the supply would probably increase enough to satisfy demand -- or at least put SOME number of midlevel recipes out there.
But in general there is less and less incentive all the time to use IOs at less than 50. People are just not going to want to give up the alpha slot, and with more high-level content on the way there'll be little reason to do so. -
I have an Earth/Fire Dom at 38. I'm not sure I'd six-slot Consume; with perma-dom the you already have a way to replenish End without having to get into melee range (plus you seem to be going for ranged defense, so you're probably not going to have a lot of opportunity to use it). I'm planning on three-slotting it with Eradication to squeak out a little more defense.
So it seems like you use the slots somewhere else and find a better recharge bonus than the 5% Efficacy Adapter gives. Maybe six-slotting Stalagmites with Stupefy and a recharge if you want Stalagmites to recharge quickly.
I also went with Expedient Reinforcement on the pet instead of Blood Mandate. It has a 6.25% +recharge bonus, though the defense is a little lower.
It's hard to offer good suggestions without knowing what your requirements are. It's certainly a playable build, but without knowing how often you plan on teaming as opposed to soloing, it's hard to know what to recommend. Looks like you get better defense with Boxing/Tough/Weave instead of Maneuvers/Tactics/Rise of the Phoenix, but that's totally a judgment call on your part. -
Quote:This is not due to greed on the part of the sellers. This is due to laziness, acquisitiveness and the need for instant gratification on the part of buyers.I would do away with the market 100%. While it's great for making money, it is driven by human greed and, say what you will, running into the very real-life concept can be downright unfun in what is supposed to be a game.
. . .
No longer would there be common salvage selling at 500k with 2000 for sale, and 100 bidding.
I just don't get the rancor about this particular point. It's a red herring. If you don't want to pay 500K for common salvage, nothing requires that you do so. You can just run regular missions and salvage drops like mana from heaven. Save it in the bank, your base or in market slots. If that's too slow for you, spend a few minutes in AE, get tickets, roll randomly for the level of salvage you want for 8 tickets a pop.
If players simply boycotted high-cost common salvage and rolled their own instead of paying 500K each, the price would drop to reasonable values within hours. It's really that simple.
But obviously a large number of people don't think 500K is too much, and just pay the man the money to get their overpriced salvage NOW! Think of this as a laziness tax, and not price gouging, and you'll feel much better.
And about buying items from vendors:
There are very few things in the game that can't be bought outright with reward merits, alignment merits or AE tickets. Basically, only Hamidon Origin enhancements and certain inspirations.
Many people are saying they don't really care how much things would cost from vendors, they just want the option to buy stuff at a fixed price. But we already have that option right now (with merit vendors on every street corner and the Crucible and Fort Trident). And people are still complaining.
So, here's the thing: if the devs made everything available at vendors the prices would certainly be much, much higher than what you can get them for on the market. This is based simply on the fact that the merit prices are so high. The 200+ merits that rare recipes sell for would probably take you weeks of running regular missions to accrue.
The problem with the market really seems to be that some people don't like to see other people do something they perceive as wrong, and want to put a stop to this evil. I'm all for stomping out evil, but the only people who are being hurt by overpriced common salvage are those who are too impatient to take a few minutes to get it themselves. -
Quote:It's good, but for optimal effect you need to hit the targets with something that slows their movement to the absolute minimum. Otherwise they run out of the effect before maximum damage is inflicted.Several of the guides seem fairly negative about Ice Storm. My baby Ice/Ice Blaster has been trying it out, and I am undecided. Anyone have any opinions on this power?
That something can be Frost Breath, Shiver, Snowstorm, an Ice tanker, or whatever. But all by its lonesome, Ice Storm tends to make mobs scatter. -
Quote:I've gone with endurance reduction on tankers and some controllers, recharge on other controllers and damage on blasters and corruptors.On a side note, everyone I know has either gone radial for the recharge or cardiac for the end reduction. I have yet to meet a damage/accuracy person at all. Sadly some of these bonuses just don't excite me or are even wanted outside of the uncommon slot but you gotta do at least the rare to get the level shift.
Some characters just don't need endurance reduction or recharge. Most of my blasters have no endurance problems, always have an attack ready to fire (and don't have any long-recharge powers that need faster recharge), and have accuracy in excess of 100% due to set bonuses. So for those characters damage seems a reasonable alternative.
The only reason to go for the accuracy boost, for characters that use IOs, is to escape ED for the defense boost. Otherwise you might use it for underslotting accuracy in attacks, but that would leave you in a bind when exemplaring. I guess I could see a defense-based tanker or scrapper using a lot of Kinetic Combat sets and is otherwise short on slots going for the accuracy/defense boost. -
Quote:Soloing an AV is a lonely and tedious task. You can do it, but it can take 30-60 minutes, so the XP/minute is ridiculously low. The only reason for doing it, therefore, is to have done it. I started outfitting a character once for AV soloing, but when I looked more closely I realized that it would take an hour to take down the easiest one. I've got better things to do with an hour, including taking down several AVs with friends.I was hoping this character might be my AV soloer, but I checked the math and learned that AVs have strong resistance to debuffs. As in, a level 50 AV will ignore 85% of the -to hit debuff, so that 30% debuff gets reduced to 4.5%. That suggests to me that staying alive while taking down an AV might be a real challenge.
Quote:I am considering rerolling him as fire/traps since traps has good regen, +def that can be soft-capped, and mez protection. Would a fire/traps fit my goals? Are there other builds that would do better?
Upshot: if you hate toggles Traps might be for you.
Quote:I should mention that for some reason fire/dark is not very appealing to me. Maybe its the flavor-of-the-month aspect. If it really stands above other builds I would consider it.
But you gotta go with what seems fun to you: in the end the numbers don't matter as much as having a good time. -
Quote:The vast majority of your debuffs with Cold/Rad come from Cold/. Benumb and Sleet are the real killers, providing huge Regen, damage, defense and damage resistance debuffs. The /Rad only provides relatively minor defense debuffs (though the Irradiate debuff is pretty decent, but you've got to get into melee range with it, so you're probably not going to want to use that a lot against AVs solo).Well... My Cold/Rad can solo some AVs. True there's some debuff in the primary but... yes, that -def makes a big difference against AVs.
However, if you were to slot the Achilles Heel: Chance for damage resistance debuff in several of your attacks /Rad can be seriously enhanced. Though it probably means giving up the opportunity for slotting certain defense set bonuses (Thunderstrike and Obliteration). -
If defenses are integral to your concept, you might consider a corruptor.
I have a Radiation/Kinetics/Mace corruptor with 45.9% S/L, 46.7% Energy and 35.2% ranged defense (running Scorpion Shield, Maneuvers, Tough, Weave, Combat Jumping and Hover). Sets used include Thunderstrike, Red Fortune, Enfeebled Operation, Reactive Armor, Steadfast: +Def and Obliteration. Endurance usage seems kind of high until you realize that you can fire off Transference four or five times a minute and completely replenish your Endurance, while totally draining your target (very useful for bosses).
Corruptors get better base numbers for defensive powers, so they can achieve better defenses than blasters. If you choose the appropriate secondary you can get very satisfactory damage (Kinetics) or a huge cushion of safety with decent damage (Dark Miasma).
I hated playing my Rad/Kin corruptor for the longest time, and almost gave up on it several times. But a respec into the current build changed my mind -- it's not bad at all. I've run several ITFs and I just follow the tanker/brute straight into every fight and fire off Fulcrum Shift, getting the full benefit of my own buffs without getting creamed. Irradiate is also a PBAoE, so you need to be in melee range. (Be sure to carry lots of Break Frees, however!)
Knowing what I do now, I'd probably go for Fire/Kin instead of Rad/Kin (Rad seems underpowered; the -Defense debuff isn't worth all that much in these days of IO sets), but I'm not sure you can get quite the same level of defense with Fire without making compromises.
I also have a Fire/Dark that's soft-capped for Range. This character was fun to play the whole time and didn't need any big revamp at 50. This character can play at x8 and is extremely survivable. -
Quote:This is possible with regular (and Ouroboros) missions as well. People used to simply stop at a particular mission in Unai's or Maria's arcs and save the mission forever, never completing it. Several different missions were used for different characters. The Warwolf missions were so widely abused that the devs put timers on them. There was a level 45-50 Family mission with a bunch of glowies that Fire/Kins used to farm: this made the devs reduce the experience for high-level Family. Freakshow xp has been similarly tweaked up and down a couple of times. The mission with Battle Maiden's minions are easy for several kinds of tankers, the Infernal dungeon is trivial for Fire tanks, the Hequat mission (with all Mu mages) is trivial for /Electric brutes.Never mind the question of whether it's "fun" (it's boring). Is it against ToS to create a mission with custom enemies tuned to be easier or harder than normal? For instance, in a not-at-all-hypothetical case, say you have a dark/fire brute; is populating a map with enemies that do exclusively pure fire damage attacks, and have no resistance to fire or negative, considered cheating, or is it merely tedious and unfun?
There are some whole TFs that are fairly easy for certain tankers to do (Electric armor does well against Rikti, for example). It's not cheating for your tank to repeatedly run that TF, so in the grand scheme of things it's not cheating to choose to do content that is easier for your particular tank.
Now that it's possible to abandon radio/paper missions, you can get defeat Council and Freakshow boss missions on demand without ever setting foot in the AE building, or having to zone in and out to get a new set of three radio/paper mission choices. (I'll pull this trick sometimes to get an easy mission that will quickly drop a tip. But a steady diet of the same trivial mission is kinda boring.)
The introduction of Ouroboros signaled the devs' acceptance of the infinite repeatability of content. TFs are also intended to be repeated, but only once per day.
As long as there's no exploit involved, it's not cheating. The devs don't encourage doing the same content over and over because it leads to burnout, but they can't condemn what they themselves do. -
Quote:I recently tanked the ITF with a SS/Electric brute. I had one close call, but didn't faceplant. The character is soft-capped for S/L damage. The team had a good mix of defenders and controllers, so that might have made the difference. But I can run the wall in Cimerora solo with this brute, so I think you should eventually be able to make it with your Electric tank.Is there something about an electric tank that just is inherently bad? I am lvl 38 and I have all of the Primaries and am fully slotted (but not with sets). I also have Tough and Weave, again both slotted (4 slots, but no sets).
I know when I am IO-ed out I will improve, but I have never had another tank perform so badly. I just did an ITF and I just couldn't stay alive.
Thoughts? -
Inflation is caused by high demand and low supply. If you don't like the prices, provide some supply (at least for yourself): spend five minutes in an AE mission, get a couple hundred tickets, roll common salvage rolls for 8 tickets a pop. You will wind up with all the common salvage you need.
However, if you think your time is better spent doing something other than creating a supply of salvage, then you can't complain that prices are too high. The prices are high because people are willing to pay that much rather than get the salvage themselves.
We can argue about whether the devs should make common salvage buyable at stores, but it doesn't work that way now. If everyone who complained in the forums about the cost of salvage instead spent that same time actually providing a supply of said salvage, we might actually see the prices go down... -
Quote:If you hang around for seven years at $15/month, they will have sold you the equivalent of 126 $9.99 booster packs. Or, if they just convince six-year vets to stick around for another year, they will have sold you the equivalent of 18 booster packs.Yeah, not the same as remote access. I have the day job powers, and I'd still prefer avoiding zoning times. I'm not ********, mind you. I'm just saying they missed out on some extra $ opportunities by making it a vet reward and not a booster pack item. No need for snarky remarks.
Long-term subscribers are probably worth more to them than short-term subscribers who buy several one-shot items. Nice vet rewards give players an incentive to stay in for the long haul.
I, for one, am glad to see a company take the long view instead of the get-a-quick-buck mentality that's so prevalent these days. -
I'm not sure why movie fans are distraught when producers and directors start new projects instead of rehashing the same-old same-old. Alien has run its course.
If James Cameron had continued in the Terminator rut we'd never have gotten Avatar. If Lucas had gotten stuck on American Graffiti sequels we'd never have gotten Star Wars. If Spielberg had gotten stuck on Close Encounters we'd never have gotten Raiders of the Lost Ark.
After a sequel or two it's time to give franchises a rest. The cast and crew lose interest and quality declines. It's best to end on an up note. -
Quote:Given that there's more Incarnate content coming, and many level 50 characters will want to play at level 50 so as to retain the use of the the Alpha Slot, there's probably gong to be less incentive for exemping and therefore less demand for mid-level recipes.I've noticed that a lot of tip missions are partly stealth-able, and involve whacking a boss or LT at the end.
There are still some recipes that only appear at level 35 (Kinetic Combat), but you can be level 50 and still have exactly the same chance to get that recipe with a random roll.
I've always started getting IO sets around level 30, but lots of people currently wait until level 50 to IO their characters. With Incarnates there's just that much less incentive to IO early.
Hitting level 50 is no longer the end point of a character's career, it's a midlife crisis.
So, I'll certainly applaud you for locking a character and making more recipes available for those who like to use IO sets in the 30s. But they seem less important now them than they used to be. -
Quote:You're right that there's asymmetry of information, but it's the buyers who can derive all the necessary information to make informed bids and the sellers who are shooting in the dark.I'm working on a treatise that states (among other things) the greatest inflationary force on the market is that generally buyers pay significantly more than sellers are asking due to the asymmetry of information.
Both have access to the sales history and the number of bids and items for sale. Equal so far.
Buyers can figure out the minimum price for an item by making low probing bids, canceling the bids without losing anything, and ratcheting the bids up until they get what they want, or reach the value they're willing to pay. They can then stop, knowing that the item isn't available for the price they want to pay. They can then do the same thing (at least in the case of recipes) at other levels. Buyers can essentially make sellers compete for their inf in this way.
Sellers cannot make probing posts without actually selling something or spending inf on posting fees. If you list something at a price much higher than people are willing to spend, you'll run the risk of having to wait a really long time for inflation to catch up to your price, or losing the listing fee if you take it off the market and relist.
Thus, buyers can learn about minimum selling prices for nothing, but sellers cannot find out maximum selling prices without investing influence or actually selling items.
The difference is that to learn this information the buyers have to spend time making and canceling bids, while sellers can eyeball the dates on the recent sales, the number of bids and items for sale and make a pretty good guess as to what a good listing price is. A buyer can use that same information to inform their probing bids and thus save time, but if they're really concerned about getting the best price they'll take longer to buy than a seller takes to sell.
Buyers who pay much more than the listed price 1) don't care, 2) are impatient or just don't have the time to screw around to save a few million inf, 3) don't realize that they can cancel bids and get a free refund, or 4) paid a reasonable price for an item someone listed at much less than the current perceived value (for example, an item was listed at 1, when the going rate is 20 million).
Inflation in the game is due to four main factors: high demand, short supply, excess inf and impatience. -
Quote:I prefer teaming, but there is a point to playing solo: sometimes there's no one else to play with, even on high-pop servers.One big reason is because teaming is the main pupose of an MMO - there's no point in having players sharing a game world unless they're going to interact with each other.
Also, there are many activities that are better done solo on your own schedule: lots of badging activities, finishing up contacts that you've outleveled (I hate going through Tina McIntyre's level 45 arc at level 50 solo, it's even more tedious going through someone else's level 45 at 50 -- there's no chance of shards dropping, but slogging through it will get you a decent number of reward merits). Morality and radio missions are perfectly good solo activities, especially if you only have an odd half-hour here or there. I don't like getting on a team and ditching them after one mission.
If people are pressed for time -- say, you only have an hour to play -- running on a team can be ridiculously inefficient. That's why TFs give better rewards. It may only take 60 minutes to do a TF but all too often it takes 30 minutes to get everyone organized.
And the genre has many precedents for anti-social lone wolf types. There's no reason to make them team constantly. But, just like in the comics, there are certain things that lone wolves have to team up with other characters for.
So it's fine for there to be certain things you just can't do solo. And it's fine that some people want to solo most of the time. And it's fine that it takes soloers longer to get the cool stuff. Because, like in the real world, working together makes things a whole lot easier.
The shard drop rate is acceptable as is. If you can't solo at x8 you're obviously not a demigod yet, so it's gong to take you longer to achieve demigod status. -
Are bases obsolete? To quote The Tick: "Egad. I hope not. That's where I keep all my stuff."
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Quote:Instead of a snarky answer, here are some reasons why raising the maximum level is not really necessary, and causes problems for many characters.i hate how this game pledged not to raise the level cap when all the people QQ'ed about it going from 40 to 50 it would be a nice change to keep leveling getting to 50 is not even remotely hard anymore.
Hamidon Origin Enhancements are level-based and "go bad" when you get more than three levels above them.
There's a lot of level 50 content. If we get to level 55, all that content can no longer be run for rewards. Defeating those enemies becomes totally trivial and boring and a waste of time. I have lots of level 50 characters who still have open level 45 contacts and doing the missions is really tedious. I like that this doesn't happen to level 50 characters, because there are SO many level 50 missions to do.
It's great to get new powers, but seriously, you can only use so many. There are lots of useful temp powers, but how many do you even remember you have? In CoH your powers are pretty much useful throughout the life of your character. There are very few that you toss out once you reach a certain level (Stone armor is a notable exception; and it's the only tanker set I haven't played to 50 for that very reason).
In other games players chase better loot all the time. When the level cap is raised you throw out everything you have and pick up all new loot. This endless cycle is mostly avoided in CoH (though sometimes new things are introduced and I'll modify my build to take advantage of it).
Going up levels in CoH gives you several things: more powers, more enhancement slots, higher to-hit relative to lower level entities, more hit points, etc. The Incarnate system does many of those same things. The alpha slot ultimately adds several slots to every power. You can make all your powers do more damage, recharge faster, etc., and at higher levels do more debuffs, hold duration, etc.
Higher level Alpha Slot boosts will add a level shift, which we assume will apply more hit points, better relative to-hit, and so on -- though we haven't seen the details of the mechanics yet.
The next incarnate slot will apparently provide some kind of attack power, and a subsequent slot will provide some kind of aura. No real details yet on these.
The levels are just arbitrary numbers. They are irrelevant. What really matters is getting new capabilities. This can be done without making the level number go up, and the Incarnate slots do exactly that, without mucking with the other parts of the game that are level-dependent. -
Quote:I've never seen anyone use those particular pronouns, but the sentiment has been around for decades.Are these pronouns used in RL at all? I had never seen them used.
I agree the English language needs some genderless pronouns.
To be honest, I find them distracting and silly. A better choice is the much more naturalistic third-person plural, "they." It already enjoys wide currency, and though it is not (currently) grammatically correct, because of the disagreement in number, language is all about utility,flexibility and change.
What do I mean about change? Centuries ago the word "you," or one of its forms, was used for the second-person plural. "Thou" was the second-person singular. Since then we've dumped thou and use the same word for singular and plural.
Obviously there's still a grammatical necessity for distinguishing number to eliminate ambiguity in some cases, and many regions have developed replacements. For example, "Y'all" is the plural form in the South, and "Youse" has been used in in the East. The rest of us are forced to use some other circumlocution to avoid confusion.
Thus, using "they" for the indefinite third person is no stranger than using "you" for the second person.
All changes in language start out being "wrong." Some achieve wide use and become "right" and grammatical. -
If it's just your graphics card that needs updating and the rest of your rig is up to snuff, you can probably get a graphics card that will handle CoX for a hundred bucks or less these days. It won't be super fast and fancy, but it'll get the job done. I got one for $150 two years ago and I run with shadows turned on and rarely have graphics lag.
However, as others have mentioned, dark armor causes ridiculous amounts of graphics lag. It was so bad that I made some binds to turn off the display of effects when playing my dark/dark scrapper. There's a slash command for toggling the personal effects distance -- check out the Paragon Wiki for details.
I had much the same problems you did when I first started playing the game. There was so much going on it was hard to decide what to do, and I'd get killed due to indecision. After a while you learn what to do and you can survive just about anything if you see that bad stuff coming and take preemptive action -- which often involves using inspirations before you're dying.
My first suggestion is to set up a bunch of key binds that are consistent for all your characters. Put all time critical actions on keys that you can press. Don't use the mouse to click powers in combat -- you'll lose the cursor and will be unable to respond in time.
I keep one hand on the keyboard and one hand on the mouse at all times. I can find all attacks, healing powers, buffs, etc., without having to take my eyes off the action. I use the mouse look functionality to constantly look around me so that I'm not surprised. Being aware of everything going around you is extremely important.
When in combat, don't rush. Because most powers have 1-3 second activation times, you really have a lot of time to figure out what you should do next. Some people have an attack chain that they grind through relentlessly, but I watch what's happening and often use an attack or power for a specific purpose rather following the sequence of the cast-in-concrete attack chain.
This is especially important when you're playing defenders, masterminds, controllers, etc. You have to see and react to conditions to protect team mates, not just pound on enemies in the same relentless sequence to maximize DPS.
I put my healing inspirations in the first and second columns so that I can quickly press F1 or F2 when I start taking damage. Being able to do this quickly will save your life over and over.
Finally, don't be afraid to use inspirations. You'll get them back quickly, especially if you're soloing at difficulties of x4 and above. If your brute is squishy, use a purple before you charge in. You'll likely get another to replace it quickly.
Manage your inspirations to make sure that you have the ones you need for that character. Everyone needs greens. Squishies need break frees (I always keep 3-4 on hand after level 20 or so). Everyone needs purples, especially squishies that are attacking bosses and EBs. I rarely use other kinds, converting them to greens and purples when I run low on those, but if you have a robust tanker or brute you may be able to use reds instead. You only occasionally need yellows, and oranges just don't make enough of a difference to help most characters.
Over time you'll learn what enemies cause you problems and solutions to those problems. Generally the answer is to eliminate the problematic enemy first. For example, Tsoo sorcerers can be a total nightmare. Solution: whack or mez them right off the bat. Or: Lost Anathemas will hold your squishies. Solution: carry 3-4 break frees when fighing Lost and use one the instant you get held. -
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Quote:I've lamented their absence too, but given the amount of work they have to do, it's really expecting an awful lot for a working developer to spend the time it takes to post well-reasoned comments.For those of us who have been loudly lamenting the recent lack of developer input here on the forums, ...
In most companies public posting is limited to management types and PR flacks who have the time and inclination to always be positive and not take it personally when vitriolic comments are being spewed about.
The semi-anonymous environment of the forums encourages certain people to say things that they would never say in person. A working programmer or designer just can't afford to waste the time and emotional effort it takes to respond to that kind of noise: they have projects to finish.
A company employee cannot post things that seem petty, or angry, or flip, or illiterate, or unintelligent, or insensitive. Neither can they divulge without management approval any information about future projects, or even projects that are in the pipeline and ready to ship within days. So for an individual dev, there's not a whole lot of incentive to post on the forums -- spontaneous posting online has a thousand ways of getting them in hot water.
The only upside to a working dev posting is the appreciation of the small segment of the playerbase that actually follows the devs in the forums.
We were really fortunate to have BAB and Castle, and it's too bad they've moved on. But it's really too much to expect working devs like them to spend their work or personal time to engage with us. It reflects well on the company that they gave BAB and Castle the latitude to talk to us this way. But it won't reflect poorly on the company if other devs don't step into their shoes, or if only PR/community types post on these forums. That is, after all, their job.