-
Posts
1531 -
Joined
-
Question: do you really need Body Armor? You've only got it one-slotted which gives you 11% smash/lethal resistance, but you don't seem to care much about resistance because you've one-slotted both Tough and Body Armor.
If you're always at range the resistance wouldn't come into play very often, so dedicating a second power choice to minimum dmg res to it doesn't seem necessary. -
Quote:Willpower also has a tier 9 power that has essentially no downside: you just lose some endurance at the end of its duration and its recharge cannot be increased either.In short, it has the exact same power as Regen, with no downsides, and plenty of extras. If it's going to have that, then there should be less heal to it, or a longer recharge. That, or regen's should be given something to make it comparable in power, but not in effect.
Ostensibly the reason for this and the self-revive is that WP has no self heal. All it has is the regen from Rise to the Challenge and the extra hit points from High Pain Threshold.
Regeneration is still living down its history as the über scrapper secondary. I agree that Revive should have a slight buff, but there are other things that the devs should focus on first. -
Quote:The spammers are committing credit card fraud to create new accounts, or some variation of other criminal activity to conduct their "business." They are often outside the country so there's not much NCsoft can do to stop them.I don't understand why they allow spammers to create new accounts. Seems like if you ban someone's account you don't let them create a new one.
The only way to shut them down will be for us to stop buying their services. It's the height of idiocy to buy anything from these guys. They're crooks and we're giving them our credit card numbers? Where do we think they steal the credit card numbers from? -
Quote:You may have some END problems with your build.I'm Kinda Shy about posting builds b/c I am to lazy to completely IO my toons out but I will get on it.
New Dawn you don't understand how long it took me to find anything on a Fire/Ice Tank...I feel like Harrisson Ford when he found the treasure.
I am going to make a tank build as well but the only catch is I am going to sacrifice Fiery Embrace, Build Up and Fireball for The Fighting Pool.
I can easily deal w/o having a travel power but I might replace Superspeed with Fireball on the Tanker build.
From what I know Fiery Aura's Weakness is KB and Immob so I tried to focus on that mainly as well as end Recovery. (I heard Fiery Aura can get costly END wise)
You may want to take more fire powers from your epic if you have Fiery Embrace (get Fire Blast instead of Air Sup. and find a way to put more slots in it).
Consume will have more utility than Rise of the Phoenix. I feel that self-rez powers are a waste of a power choice unless you happen to have a free slot. You shouldn't be dying frequently enough to need it. You can always combine insps to make a rez.
I have a build (currently at level 42) that isn't an AV killer or anything, but is relatively cheap. It reflects my control-oriented philosophy. The two holds allow you to hold most bosses immediately and permanently in the Burn patch. The Ice Patch/Burn combo works pretty well against most minions and LTs, even considering how much Fear Burn generates.
Faster recharge on Healing Flames is important, so I'd emphasize Recharge enhancements over Healing enhancements there.
The three slots in Health in your build may not be worth it. According to Mids, the regen rate on your build is 16.2 hp/sec, while it's 14.9 hp/sec on mine. Over the 17.3 second recharge time on my Healing Flames you will regen 22.5 more hit points. It seems like a drop in the bucket on a 2050 hp-tanker.
Again, this was a fairly cheap build (not my main server) and it could certainly be optimized a great deal at large expense. The priciest stuff would be the -KB IOs, Obliteration and the Positron's Blasts. Everything else you can probably get from the market cheaply, or with Bronze rolls from AE tickets.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/
Click this DataLink to open the build!
Fridgit: Level 50 Magic Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Ice Melee
Power Pool: Leaping
Power Pool: Fitness
Hero Profile:
Level 1: Fire Shield -- TtmC'tng-ResDam/Rchg:30(A), TtmC'tng-ResDam/EndRdx/Rchg:30(7), TtmC'tng-ResDam/EndRdx:30(7), TtmC'tng-EndRdx:30(9), TtmC'tng-ResDam:30(23), TtmC'tng-EndRdx/Rchg:35(43)
Level 1: Frozen Fists -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/Rchg:30(3), C'ngImp-Acc/Dmg/Rchg:35(3), C'ngImp-Acc/Dmg/EndRdx:30(19), C'ngImp-Dmg/EndRdx/Rchg:30(29)
Level 2: Healing Flames -- Dct'dW-Rchg:35(A), Dct'dW-Heal/Rchg:35(13), Dct'dW-EndRdx/Rchg:30(17), Dct'dW-Heal/EndRdx/Rchg:30(17), Dct'dW-Heal:35(31)
Level 4: Ice Sword -- C'ngImp-Acc/Dmg:30(A), C'ngImp-Dmg/Rchg:30(5), C'ngImp-Acc/Dmg/Rchg:30(5), C'ngImp-Acc/Dmg/EndRdx:30(9), C'ngImp-Dmg/EndRdx/Rchg:30(11)
Level 6: Combat Jumping -- Krma-ResKB:30(A)
Level 8: Consume -- Efficacy-Acc/Rchg:30(A), Efficacy-EndMod/Acc/Rchg:30(11), Efficacy-EndMod/Rchg:30(15), Efficacy-EndMod/Acc:30(42)
Level 10: Swift -- Run-I:15(A)
Level 12: Plasma Shield -- TtmC'tng-ResDam/EndRdx:33(A), TtmC'tng-EndRdx:33(13), TtmC'tng-ResDam:33(15), TtmC'tng-ResDam/EndRdx/Rchg:33(19), S'fstPrt-ResKB:30(42), TtmC'tng-ResDam/Rchg:30(43)
Level 14: Super Jump -- Jump-I:15(A)
Level 16: Health -- Heal-I:30(A)
Level 18: Burn -- Dmg-I:30(A), Dmg-I:30(23), Dmg-I:35(33), RechRdx-I:35(33), RechRdx-I:30(39), RechRdx-I:30(46)
Level 20: Stamina -- EndMod-I:30(A), EndMod-I:25(21), EndMod-I:25(21)
Level 22: Ice Patch -- RechRdx-I:25(A)
Level 24: Blazing Aura -- M'Strk-Acc/EndRdx:30(A), M'Strk-Dmg/EndRdx:30(25), M'Strk-Acc/Dmg/EndRdx:30(25), M'Strk-Acc/Dmg:30(27), M'Strk-Dmg/EndRdx/Rchg:30(27), C'ngBlow-Dmg/EndRdx:30(37)
Level 26: Taunt -- RechRdx-I:25(A)
Level 28: Frost -- Posi-Acc/Dmg:31(A), Posi-Dmg/EndRdx:31(29), Posi-Dmg/Rchg:31(31), Posi-Acc/Dmg/EndRdx:31(31), Posi-Dmg/Rng:31(33)
Level 30: Freezing Touch -- G'Wdw-Acc/Rchg:33(A), G'Wdw-Acc/EndRdx:35(34), G'Wdw-Acc/Hold/Rchg:35(34), G'Wdw-Hold/Rng:35(34), Hold-I:35(40)
Level 32: Build Up -- AdjTgt-Rchg:44(A), AdjTgt-ToHit/Rchg:44(37), AdjTgt-ToHit/EndRdx/Rchg:44(46)
Level 35: Greater Ice Sword -- C'ngImp-Acc/Dmg:38(A), C'ngImp-Dmg/EndRdx:35(36), C'ngImp-Dmg/Rchg:35(36), C'ngImp-Acc/Dmg/Rchg:35(36), C'ngImp-Acc/Dmg/EndRdx:35(37)
Level 38: Frozen Aura -- Oblit-Acc/Dmg/Rchg:41(A), Oblit-Acc/Rchg:35(39), Oblit-Acc/Dmg/EndRdx/Rchg:35(39), Oblit-Dmg:35(40), Oblit-Dmg/Rchg:35(40)
Level 41: Char -- Lock-Acc/Hold:44(A), Lock-Acc/Rchg:44(42), Lock-Acc/EndRdx/Rchg/Hold:30(43)
Level 44: Fire Blast -- Thundr-Acc/Dmg:47(A), Thundr-Dmg/EndRdx:47(45), Thundr-Acc/Dmg/Rchg:47(45), Thundr-Acc/Dmg/EndRdx:47(45), Thundr-Dmg/Rchg:47(46)
Level 47: Fire Ball -- Posi-Acc/Dmg:44(A), Posi-Dmg/EndRdx:44(48), Posi-Dmg/Rchg:44(48), Posi-Dmg/Rng:44(48), Posi-Acc/Dmg/EndRdx:44(50)
Level 49: Melt Armor -- AnWeak-Acc/Rchg:44(A), AnWeak-Acc/Rchg/EndRdx:44(50), AnWeak-DefDeb/EndRdx/Rchg:44(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet -
One solution would be a fixed number of base merits and then award additional merits along the same lines as tickets in AE -- the more mobs, the more merits.
If take more time because you're just slow, you don't get anything more. But if you take more time because you don't know all the tricks and aren't stealthing most of the missions, you would get a reasonable return for your time investment that people are not getting now.
This would obviously lead to farming of TFs for merits. A high but reasonable limit to merits per minute -- perhaps based on a diminishing returns model -- would resolve this issue. -
I don't PvP, but I agree that the game needs to have a decent PvP option for the long-term. I think that players should have the option to get experience and drops for PvP play. The rewards should be equivalent to PvE play, yet exploits have to be prevented.
The problem with PvP for most PvE players is that the powers are set up for players to be able to destroy most PvE enemies in mere seconds. The original PvP experience was getting ganked in seconds by a gang of thugs in Sirens Call, or endlessly circling the zone trying to engage enemies who fled immediately because they weren't able to overwhelm an individual and gank them, or getting one-shotted by a stalker who TPed them into caltrops. This was very boring.
Now the devs have made some radical changes to the PvP mechanics in an attempt to correct those problems and level the playing field. But the PvPers apparently hate the changes and want the old PvP rules back. Everyone hates travel suppression and the healing changes, etc. The solutions so far are not appealing to a very large segment of the player base. Nobody seems happy.
This is the inherent tension with PvP: you don't want to get ganked in two seconds flat, but if you make it more survivable players just run away when the going gets tough. And if you make it hard to escape, then players don't really like diving into death traps from which there is no escape. So lots of players don't even try PvP.
The trick is to make the rewards for success greater than the perceived penalty for failure. The tack the devs have taken is to essentially prohibit the normal (PvE) use of the powers. They have inhibited or marginalized the powers that cause the "problems" with PvP: healing doesn't work as it does in PvE, holds don't work the same way, travel doesn't work the same way, etc.
Perhaps a new approach is needed. Instead of coercing specific behavior by modifying powers, it might be more better to reward desired behavior and punish undesired behavior.
For example, if the devs want players to stand and fight, rather than preventing players from fleeing with travel suppression, perhaps fleeing should incur some kind of penalty while standing and taking it incurs a reward.
The trick, of course, is to prevent exploitative behavior that gives excessive rewards to players who are taking no risks or gaming the system.
Having some goal other than just ganking other players would help draw in PvE players. The minigame in RV is interesting and comes close to what I'm thinking of, but the problem is that nothing controls the balance of forces -- it's an open zone and whoever brings more firepower wins.
What I'm thinking of is a central PvP server that hosts instanced missions with a concrete goal. Teams from any of the live servers could register to start one of these missions. The central PvP server would match that team up against another team of the same size and similar level and start the mission. Using a centralized PvP server would be key, just like the single market server -- that way small population servers could get PvP missions just like large pop servers. A team from Triumph might be playing a team from Freedom. (Obviously a lot of technical issues would have to be ironed out.)
The kinds of missions would be similar to what's in the arena (have some number of wins), or they could be like regular missions with a goal like defeat PvE bosses and whoever gets the most bosses wins. Or they could be like RV, or any number of other "capture the flag" scenarios.
You would get real experience and influence for these missions. The winners would get more rewards than the losers.
Combining aspects of PvE and PvP play would interest a lot of PvE players. And having a central PvP server would really help the currently small population of PvPers. -
This is an interesting project. I hadn't realized how big the -regen debuff was for Howling Twilight; I regularly use it as an attack for the stun -- it stacks well with stuns from other characters (Oppressive Gloom, for example).
From the slotting it seems that you're really emphasizing Regeneration, but you're still only winding up with 200% or so. I haven't soloed AVs, but it seems that when you do get hit, it's gonna really hurt, and you'll have to heal up immediately (with Twilight Grasp), so moderate regen may not buy you much. Twilight Grasp does have a -50% regen, so it's not a total loss when you have to use it.
You might concentrate on ranged defense instead as Nate suggests; there are lots of sets that give good bonuses for that.
If you do concentrate on ranged defense, you might also consider the Leadership pool for Maneuvers (and maybe Assault for extra damage). That you way you don't have to "waste" two power choices on Boxing and Tough. It will mean an even bigger drain on endurance, so additional bonuses for recovery and endurance would be good. Be sure to get the accolades for those (Atlas Medallion, Task Force Commander, etc.) if you don't already have them.
Furthermore, if you're concentrating on ranged defense, powers that require close contact with the enemy are probably not as useful. That would mean eliminating one or more of Dark Consumption, Soul Drain and Air Superiority if you're concentrating on AVs only.
I'm not sure you can count on minions staying alive for Dark Consumption and Soul Drain. Keeping them away from the AV will be hard, since you need them to be debuffed by Darkest Night and the pet. And if they're by the AV the Tentacles will eventually kill them.
Finally, do you have a special tactic that you use Teleport Foe for? -
Quote:Right. Like everything that developers say when discussing software, the unstated assumption is:That's not saying they can't ever create emotes that look like the NPC ones and then give them to us.
"Unfortunately, that can't work [the way the software is coded right now. If we change the software we could do it, but we have a ton of other stuff that has higher priority. So we'll put it on the list of other stuff people want.]"
A lot of the time things like this become possible when changes are made to accommodate some other requirement, so it may happen before the priorities indicate it will. -
Quote:Six-slotting Stamina is unadvisable -- three should do it. The only time you'd want more is if you're slotting an IO set for the bonuses, or if you're using a Stamina IO set proc like Performance Shifter: Chance for +End.I was worried how the endurance issue would present itself in standard play. (yes I always take stamina and 6 slot it.)
If you're really concerned about making your characters run well (fast attacks and low endurance usage), I'd suggest slotting some IO sets in your attacks once your character hits level 30 or so.
The sets provide much more bang for slot: a set of five level 30 Thunderstrike ranged damage IOs provides the equivalent of one level 40 Recharge IO, one level 40 End Red IO, two level 25 Acc IOs (including the 7% bonus from having 4 of the set) and two level 30 and one level 25 damage IOs.
For those five slots you get almost seven slots worth of enhancements.
The Thunderstrike IO set also give you 2% end recovery bonus, energy and ranged defense bonuses, and movement speed bonuses.
If you're really interested in optimizing your characters IO sets are the way to go. -
Quote:The thing about Stun is that it's relatively quick and can be used to stun sappers as your friend mentioned. (Total Focus has the same mag, but is much slower). The other thing is that if you hit a Boss with Total Focus (mag 3 stun) and then Stun (mag 3 stun) you will almost always stun them.I grabbed stun because I had talked to...I believe Masque...who said that I would need Stun more because it's a more reliable stun since the % is higher and it would be good to have in case of emergencies, for stunning, say, a saper or whatnot. Again, I have no experience with EM, so it sounded good at the time.
Energy Transfer only has a 60% chance of stunning, so it's not as reliable as Stun.
Whether to take Build Up is a matter of taste. If you solo a lot, it's very useful. Build Up, Total Focus and Energy Transfer is a very nice combo. If you're always tanking for a big group you can easily get along without it. -
Quote:I haven't tried +stealth and SS, but +stealth and Steamy Mist or Shadow Fall make you completely invisible to most mobs even when you stand right next to them (Rikti Drones can still detect you, or anything with +Per). From what I can see with Mids, it should give you that same basic invisibility.Is celerity +stealth and SS enough to sneak around? What happens when I inevitably hit a wall near a mob?
Took elec epic for the S/L and energy resist. The EM pulse has nice synergy with consume I figured. Could eliminate the epic entirely and pick up stamina, aim and fire sword.
I like to slot powers like Ring of Fire for damage because you can still use it when mezzed. Having three powers instead of just two when mezzed can be a lifesaver. There are a lot of sets with nice bonuses that can be slotted there too. You can also slot some nice procs in it (Gravitational Anchor's chance for hold is nice and Entropic Chaos's chance for heal can be handy).
I think you'll need stamina with so many toggles. -
Quote:I have a level 50 Empathy/Psy defender and level ~18 Dark/Pain corruptor, so I can't do direct comparisons. I can say that it took me years to get to 50 with my Empath, while leveling several other defenders in the interim.Empathy always seemed like a 1-trick pony to me. "RA's up" then proceed to heal stuff. I dunno, im being really shallow but there are enough differenced between the two to make me wonder whihc i would want on a team.
1 is a pure heal and buff set, the other a a combination between heal, buff and debuff in different catagories. If defender could get pain domination (it'll never happen), Then i think I'd have to make a pain/-- Offender simply due to the fact it's more solo friendly and has +damage components geared towards the caster as a reward for healing his friends.
To me it doesn't even occur to ask "do I want empathy or pain domination on my team?" It almost never matters who's actually on the team unless you're going up against an AV that needs particular effects to defeat it (usually -regen or -dmg res). Having a brute/tank can make things go faster by letting the team charge headlong into mobs, but you can work with almost any team composition for regular missions.
But that does reflect on the OP's question. It seems that the -dmg res aspect of Anguishing Cry makes Pain Domination more generally useful. In addition, when you're playing with a team of well-designed characters above level 30 Recovery Aura is pretty much a wasted power choice. All the Pain Dom powers seem useful in any situation (except Share Pain, but then Absorb Pain is even more useless). -
Quote:I'm going to bump this because Super Sidekicking will make this much more useful.And here's the biggest request: a "team looking for more" capability. I see so many people who don't want to own the star to build a team themselves, but they aggressively try to get onto existing teams. Those folks are the ones broadcasting "lvl 30 scrapper lft" and even sending tells asking to join teams. With a Team LFM function, they could browse teams that had openings.
The simplest change would be to add a "Looking for team members" flag for the team leader, plus a UI method for the team leader to change the flag setting (because when you're teamed the menu disappears -- you can change it with a slash command, but most people don't know it).
In my experience CoH teams last much longer than teams in other MMOs. This is due in part to the SK feature, which will be even more true in I16 and Super Sidekicking. This is great aspect of the game and this inherent advantage should be emphasized. -
Quote:In the game: A few months ago you could buy most uncommon salvage immediately for much less than 1000 inf. These days many of these go for 100,000. (Yeah, I know, only idiots pay that much for uncommon salvage.)I'm interested in seeing some examples of hyperinflation at work. Very interested.
In the real world: In Weimar Germany hyperinflation made the German Mark totally worthless. People had to bring wheelbarrows of cash to buy a loaf of bread. The government issued two-trillion Mark bank notes and 50-billion Mark postage stamps. Check out Hyperinflation on Wikipedia for more simultaneously hilarious and depressing examples. -
Quote:Yes, this is the point. The game is not a necessity, and is thus more susceptible to minor fluctuations in satisfaction than the necessities of life are. If players feel that the luxury of playing this computer game causes them more grief than fun, they will leave.This isn't real life, and people don't need to spend inf for needs such as food, homes, health care, education ; you know, life. In game, most priced things you can buy in the market are luxury - doubly so, because not only not you nor your character needs IOs to live, but SOs can also be bought at stores for a fixed price and are all you need to get through all the content in this game.
It's not at all clear what percentage of players think that SOs are all they'll ever need, and what percentage think that IO sets are needed. That's why I couch statements in the form "If the majority believes..." -- I don't know what the majority believes, and I'm not sure anyone but the devs does because we don't have access to stats about who's got what on their characters.
But we should all be interested in having an economy that seems to be within the grasp of the average player. This can't be enforced rigorously by artificial means, it should happen organically by correctly designed supply and demand.
I think the devs are taking appropriate steps to stem inflation. The AE changes should remove some of the exploitative influence coming into the game, and encourage players to run regular missions which will increase the supply of salvage and purple recipes. -
Quote:I'm getting the same problem, but it seems to be linked to the mobs that I'm fighting. I'm running an AE mission to test the influence given when you omit certain ranks from an enemy group.Just a follow up.
I tried to go through the same mission for the fourth time. I seem to be able to operate very well for about ten minutes.
I get a mapserver disconnect when I'm fighting a group that consists only of Vampyri bosses. It happens during that fight, whether it's at the very beginning of the mission or deeper inside.
There are no netgraph disruptions for me either, so I don't think this is a network disconnect. I think that the process running the mission on the server is crashing, which closes the socket the client is using to talk to the server on, which appears to be the same thing as a disconnect to the client. -
Quote:Something needs to be done to keep inflation in check. Right now the game is in hyperinflation mode. When this happens in real life (Germany during the 30s, Turkey and several other countries in the 90s) serious economic dislocations occur.The cap needs raised! It is to low given the climate of the market.
The cap is artificial and isn't a "solution" to hyperinflation. But raising it is the wrong answer -- inflation will continue to skyrocket unabated. If people have the time and inclination the price of purples will continue to rise to 5, 10 or 20 billion. The only thing that will stop it is the number of hours in the day that people have to farm influence. And if enough people are willing to buy influence from the spammers even that won't stop the inflation.
The devs are making changes in I16 to stop AE missions from giving exorbitant experience and infamy. In essence, they're forcing arc writers to structure the enemy groups in AE missions along the same lines as dev-created enemy groups: to get the same xp as dev mobs, you have to create mobs with the same rules that dev mobs are created.
Hyperinflation in the market is a bad thing. Like in real life, it can lead to a total economic collapse. For example, if the price of common salvage and uncommon recipes were to continue to soar into the tens of millions, and only dedicated farmers could afford to buy anything on the market, it could cause a major collapse of the subscriber base. If the majority of the player base believes they are completely locked out of the things they want, they'll leave the game. And that won't be good for farmers because a drastic collapse in subscriber numbers will mean no more improvements and new content, and the eventual death of the game.
Finally, increasing the cap would result in a lot of bugs. Remember how long it took to get numeric separators into all the places where influence/infamy was displayed? Using numbers greater than 2 billion may require using a special numeric type that's not directly supported in the programming language the game is written in. The bug would most likely manifest itself by some odd influence transaction that lopped off the top part of your influence. For example, if you had 23 billion influence and bought 10 billion from a spammer, a likely bug would result in you having only 1 billion after the transaction instead of 33 billion. Considering what you were doing, you'd be unlikely to report this bug and you'd just be out 32 billion. -
Quote:Actually, you can structure things so the whole team sees everything. Put all the story information in the two dialogs before the mission (Mission Introduction and Mission Sendoff) and in the Mission Succeed/Fail popup. The only thing that doesn't get shown to the entire team is the post-mission Return Success and Return Failure dialogs.II designed them around soloing primarily because I rarely have a team to test them out (who wants to play a story arc when you can farm?) and because being story driven, anyone other than the leader on a team will miss story content.
All team members also get the clues, so if you put the Return Success/Fail dialog content in the Mission Complete clue the whole team can read all the useful content.
The Mission Introduction and Sendoff dialogs are concatenated and are available for anyone on the team to view from the more... button in the mission menu for the team. -
Quote:The logic for calculating the experience for NPCs with custom powers is plainly wrong. If an NPC has the core powers for a difficulty level, it should give the core experience. An example of how it should work:* * A critter with a Standard power set is worth 75% of the standard experience reward.
* * A critter with a Hard or Extreme power set is worth 100% of the standard experience reward.
...
The following is a table for how we're calculating the experience for custom picked powers. For example, an enemy created with 10 powers would be worth 31% of their normal experience. This only applies if you select "Custom" on the power creation menu for enemies.
A minion with Energy Blast on Standard has the powers Power Bolt and Power Blast. On Hard Explosive Blast is added. A character with at least the Standard powers should give 75% of experience. A character with at least the Hard powers should give 100% experience.
With this design a minion with Power Bolt, Power Blast and Energy Torrent would give 75% exp. If it has Power Bolt, Power Blast, Explosive Blast and Aim it should give 100%. If I make similar choices in the secondary (resulting in 8 powers and a much tougher NPC), I should get 100% total for both sets.
But the way it's defined now the NPC will only give 19% experience for the 8 powers selected. That defies all logic.
On the other hand, if you don't have at least the minimum Standard powers for the set the NPC should give no experience. So if I choose Power Bolt and Aim the NPC should give no experience.
Yes, that means that you wouldn't get any experience for dual pistol Masterminds without pets. This is no loss. We can wait for the dual pistol powerset in Going Rogue, or we can recolor the Malta Gunslingers for the time being.
With the system Horatio described writers will simply remove all custom power selections. All the effort the devs spent adding the entire system of custom power selections will have been for nothing. A few oddballs will put characters with custom power selections in their stories and eventually relent when no one plays them.
Additionally, thousands of arcs will have to be reworked, retested and republished. There's no need to burden authors who have already made reasonable power choices have to go back and revise their work.
Finally, the XP multiplier should be displayed in the critter creator, in each power set, in the character summary and on the last page. The note about characters with custom powers should be amended to either "All custom characters give 100% experience" or "Some custom characters do not give 100% experience" so that authors and players know exactly what they're getting. -
Quote:Questions: did defeating that last enemy complete the mission? Was the recipe drop the result of mission completion? Did you have any time left on your Chronologist Day Job (which drops a recipe at mission end)?What it felt like to me - and this is PURELY subjective - was that when I ran the map set for 1, a variation of the streak-breaker was active that got me an average of one recipe/run. At least twice, the last enemy on the map dropped a recipe, which was the only recipe I received on the run. Probably coincidence, but still, it made me wonder.
-
Quote:This is the key. If everyone attacks at once, aggro is spread out among the team and no one character takes the alpha from the whole group.We stared at a fairly large group of Lost bank robbers and I asked everyone if they were ready and when a couple of them responded that they were, I hit build up and charged in throwing out as many cone AoE attacks as possible. That seemed to be all the prompting the team needed because a second later the scrapper jumped in and every other blaster unleashed their AoE attacks. The large mob, including all the bosses, were flattened in seconds.
If you think about it, this should be easier than soloing. When you solo you're the ratio of mobs is to players is often 3:1. When you're on a team of 8 it's 12:8 or 1.5 to 1. Granted, some of those 12 will be bosses and LTs.
But when the team knows what it's doing, the bosses are immediately held or stunned -- two holds or two stuns will mez most every boss. So if you've got a scrapper with Oppressive Gloom it means any stun power fired at mobs near the scrapper will almost always be mezzed immediately.
It's chaotic, but it can be a lot of fun.
This is why I don't really sweat the team composition for regular missions. If you know what you're doing, you can tackle most any situation with any combination of characters. AV fights are a little trickier without a tanker or something that really debuffs the AVs accuracy (or buffs the players' defense). -
Quote:The devs don't care about farming. It's obvious from most of the original defeat badge requirements that they expected it -- nay, required it -- and even provided places to do it. A prime example is the 10,000 Rikti monkeys that were originally required for Zookeeper, and the island in PI where you would go to get them. Since then the requirements for Zookeeper have been reduced, but the original design essentially required farming. The same is still true with the Illusionist badge, the spirit mask badge, etc. It's impossible to get most of those badges by just playing regular mission content, so to get them you must repeat missions intentionally or farm them in open zones.Farming is another matter. They seem to regard it as something they can at least tolerate. They've nerfed the most outrageous farming maps and tactics (for example, giving all critters ranged attacks) but have never come down with excessive force for simply farming. I believe that they see farming as "something some people enjoy" and not as a deadly sin.
For example, to get the Atlas Medallion accolade you need 200 vampyri and 200 warwolves. If you do the right missions in the 25-29 level range on large teams you can get the vampyri relatively easy (I'm not sure about the warwolves -- you might get that one by doing the Hess TF). But unless you intentionally go after those missions you will almost certainly outlevel them before getting those badges. That means you'll have to do those missions in Ouroboros or farm in Striga (which is what I usually wind up doing).
And, yes, farming critters for the reward of a badge is no different than farming critters for the rewards of purples or salvage. It just has an end-point that says you're "done."
Farmers only present a problem when they engage in conduct counter to the EULA (like selling influence for real money), or when they are PLing in conjunction with farming.
PLers, on the other hand, cause problems because they rush players through the game. If a player "finishes" the game before becoming emotionally invested in it (developing social connections, favorite characters, some other long-term goal like playing every AT at least once, PvP, etc.) they will drop their subscription.
For the game to survive it needs a long-term core base of subscribers. PLing hurts that. For example, if one of your goals is to play all the powersets in an AT, the exploitative PLing that AE started out with will drastically cut short the time it takes.
The new rules won't stop PLing. The real problem with PLing is that you can get experience doorsitting. They're not going to change that as far as I've heard. The difference will be a single level 50 will not be able to solo a map of level 51 mobs and give the doorsitters experiece for +5 mobs. They'll have to be fighting level 54s to get the +5 mob experience. That will generally slow down the PLing, but won't stop it. My guess is that there are players who have builds that will notice no difference at all with the new rules. But the changes will certainly reduce the number of players who can achieve the same XP/minute rate.
The way to truly kill PLing is to stop doorsitting giving XP. If you're not playing the game you shouldn't be getting any XP. That doesn't mean that you have to be attacking the mobs -- you could be invisibly healing the tank or buffing the blasters. But you should be in the mix to get any XP: using your powers, being a candidate for aggro and taking some risk for which you should get a reward. -
Quote:I looked into this same thing a couple of years ago when a friend had the same complaint. He said his DM/DA scrapper was missing all the time. I did some tests on my own DM/DA scrapper and checked the combat log. I found that the combination of OG and the streakbreaker code was forcing misses on some of my other attacks.... realized that it was because I had a minion wandering around next to me while I had Oppressive Gloom toggled on.
I don't pretend to understand streakbreaker, but when you mix high-accuracy and low-accuracy attacks (temp powers like Sands of Mu or damage or stun auras that aren't slotted for accuracy), the streakbreaker appears to force misses at inconvenient times.
If you're running with one of these auras try turning it off and see if you feel like you're hitting more often. -
Quote:The absolute best thing you can do is find just one person who feels the same way you do and plays at the same times that you do. Then get their global handle.My question is, do you guys have any tips for someone looking to like, save/conquer the world rather than be a lotus-eater to Aeon's fantasy machines? Or at the very least, to find an AE team that chooses missions based at least as much on content as on XP/minute?
It's so much easier to get teams rolling with two players than with one. You can join their SG or start a new one.
Getting their global handle is key because so many good, experienced players have a lot of characters on a lot of servers, and odds are you won't happen across them again on that particular character for several days.
The two of you can take turns running the team, and when you come across others who share your interests get their global handles too. A small core group of three to six players is all you really need to establish a supergroup, and in a few weeks you'll have a decent base (especially if you're playing villains -- you don't need anywhere near as many teleporters). -
Quote:That's an extremely cost effective set. Shockwave is especially nice for collecting mobs together that are too spread out for Siren's Song (or Liquefy for that matter). Knock them into a wall and then hit them with the Song, then take them out one by one.Bah. No love for Shockwave and the Kinetic Crash set it can take? Cone knockback can be good mitigation, as long as you learn to aim it, and the full set gives +7.5% recharge, +6% regeneration and 3 points of KB protection, plus some other goodies.
Just a thought.