Rodion

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  1. Immediately after the most recent patch I noticed that the netgraph plot was no longer flat. It was a series of mountains rather than a flat plain. Ping was very high (600 ms or higher, which is bad for me).

    Since then the ping has returned to a normal value (200 ms or so), but the "bumpy" appearance on the netgraph is still there. It seems that for some reason network performance is uneven on a permanent basis.
  2. A Defender's primary powerset is to buff team mates/debuff enemies. An inherent that does pretty much the same thing is redundant. The inherent should give the defender something new and different.

    The problem with the current Vigilance is that you only derive benefit when you've screwed up and let your team mates get injured. You're being rewarded for poor play. Other ATs get their inherent all the time, or when they use their powers as they're meant to.

    If you want to keep the concept of Vigilance, a better version would be some way to overcome being mezzed. This is the literal meaning of vigilant -- not falling asleep on the job. This could be a buff based on the number of team mates (like Khelds being teamed with controllers), or a click power that works like a break free.

    A click power might be charged by using defender powers, in the same way that dominators build up domination. This would be easy on the server CPU utilization too.

    The click power is probably preferable to a buff from team members because it works solo (and defenders need all the help they can get solo). It's not particularly unbalancing because anyone who bothers can always maintain a ready supply of Break Free inspirations in their tray after level 25.

    If it included the current endurance reduction and a recharge buff it would really be worthy of the name Vigilance.

    Another possibility would be to take a cue from blasters and allow the defender primary powers to work when the defender is mezzed. This would allow offensive toggles to remain in effect all the time (like Hurricane and Radiation Infection, which are protective debuffs), and would be a seriously robust buff to defenders (one that you might want to allow only in PvE).

    Yet another possibility would be the ability to use inspirations on other players and the ability to somehow make inspirations at will, maybe by sacrificing hit points or endurance. For example, you could make a small green or purple inspiration, or a break free for 25% of hit points, and a small blue or red for 25% of endurance. And defenders could convert inspirations on a one-to-one basis, instead of a three-to-one.
  3. Quote:
    Originally Posted by Negate View Post
    Plus the vigilance buff comes in handy unless the team never goes into the red...and if that is so your diff rating is to low...or either you're on an amazing team...and i will tell you it's RARELY the latter.
    The defender inherent is the only inherent that rewards the player for doing a bad job. A good defender will never enjoy its benefits. That's the inherent problem with defenders.

    Dominators have always had a much easier time soloing than defenders, yet they received a significant damage boost to increase the popularity of the AT.

    My guess is that the devs don't want to buff defenders too much for soloing because they're afraid that they will start refusing invitations from teams. After all, the whole concept is that they're supposed to be defending team mates.

    The problem with the current inherent is that the endurance discount is too little too late. What good does the discount do if you're held? Or slowed? Or stunned or slept?

    There's a far more useful inherent that fits the name "Vigilance" much better.

    Vigilance should grant the defender small across-the-board status resistance and status protection buffs per team member. Say, a mag 0.5 status protection buff per team mate and a 20% status resistance buff, or whatever the devs deem appropriate.

    On a team of three you would be proof against many common knockback attacks. On a team of five you would be immune to a single application of Hand Clap. On a team of seven you would not be held by a single application of most controller holds and stuns. And even if you are mezzed, the status resistance would lower the time you're out of the picture to mere seconds on large teams.

    This is essentially what Khelds get when they're teamed with controllers and dominators. Does anyone remember what the actual buff numbers are per controller?
  4. Rodion

    Level boosting?

    Quote:
    Originally Posted by Jakk9999 View Post
    Hi, I have a question. Is it a bannable offense to use ae missions to gain levels faster? My friend mentioned that I can get banned for running them.
    If you're out there shooting at the bad guys and taking hits, potentially dying, you're playing the game the way it should be played and you're not doing anything wrong. If you're dying on a regular basis, you're probably not doing anything wrong. If you're using tactics like pulling and learning how to use your powers, you're not doing anything wrong. If you're playing alongside high-level characters who are protecting you with bubbles and buffs, you're not doing anything wrong.

    If you're standing around by the entrance doing nothing while some really tough tank or Fire/Kin clears the map, you're doing the same thing other people have been doing for years in regular missions. AE just makes this form of power leveling more efficient personnel-wise. It's not "wrong" in a bannable sense -- this has been happening for years -- but it is "wrong" if you have no idea how to play that power-leveled character.

    If you're running around the map guarded by dozens of NPC allies who heal you, or bubble you or use Accelerate Metabolism on you while you are fighting gimped enemies that drop like flies or don't fight back, you are in more dangerous territory.

    The devs want there to be a risk involved with every reward. If there is no risk, you don't deserve the reward.

    Basically, if the XP seems too good to be true, it's too good to be true.
  5. Quote:
    Originally Posted by StarGeek View Post
    From level 3 on

    You can't use it at levels one and two, so you don't teleport out of out/break/out without getting a contact.
    You can already go directly to Atlas/Galaxy or Mercy out of the character creator, and completely bypass the tutorials. You are automatically assigned a contact when you arrive in the open zone.
  6. It's not as useful as it used to be, but the day job power isn't what caused this. It was the Ouroboros portal.

    I used to use the base teleporter to get around the city (and before that the Pocket D VIP pass). But Ouroboros is faster and more convenient, especially villain-side.

    Part of the problem is that base layouts have become completely labyrinthine since bases allowed arbitrary positioning of objects. Many base designers have carefully hidden the teleporters half a mile from the base entry point, or require that you use superleap or fly to reach them.

    Now I just use the base teleporter for getting to zones like Dark Astoria and Crey's Folly. And to to get to the base .

    Of course, you don't get the Ouroboros portal till level 25, but that happens very fast now.
  7. Unless you're placing bosses for a specific reason, it's probably best to let the team size or user's challenge level spawn the occasional boss automatically.

    I've noticed that when I solo at challenge level 2 and 4 I'll get bosses every once in a while. Encounters with bosses spawn as bosses as well (on challenge level 1 all bosses spawn as lieutenants; EBs and AVs spawn as bosses and EBs).
  8. Quote:
    Originally Posted by Leo_G View Post
    <QR>

    I'm working on my first MA arc (still). It's a villainous arc.

    I'm still playing around with the text but, the way I have it set up, the contact is merely an overseer. He doesn't even tell you where to go or what to do but he comments about your actions. The story, for the most part, is told in the clues presented in a way that your character is unveiling this stuff himself and thinking how to approach the situation.
    I have an arc that is rather like that, but it's not possible to "not tell you where to go," because the missions must be presented in linear order. He may not actually tell you, but your single option is to go where the story leads you.

    I tried to get around that with an arc I wrote (Murder in Triplicate). It's a murder mystery, where you get lots of clues. The contact doesn't know who the perpetrator is and doesn't tell you. You just have the clues to work from (and there are lots of them).

    I wanted to make it so that your decisions actually decide whether the missions fails or succeeds. I did this by having a time-limited final mission, and setting up four suspects on an open map. If you pick the right suspect first you should have enough time. If you pick the wrong suspects you're in for a tough fight and probably will run out of time.
  9. 1. XP derived from any source should be limited to some reasonable maximum rate. An AE-only fix would not stop future exploits. Just think back to the Winterlord, Rikti Portal farming, etc.

    2. It's not reasonable to remove this from AE. A lot of stories have to be forced to a particular (higher) level because there are gaps in the level ranges of certain enemy groups. However, all missions (even non-AE) should auto SK all lower-level characters to the higher of the mission holder's level minus 1, or to the minimum level of the mission. This would eliminate the perma-46 PLing scam as well as the AE abuses.

    3. This is not reasonable, as features are being introduced that let players increase spawn sizes. If AE is made to return the same kind of XP rewards as regular missions, it should enjoy the same benefits.

    4. I've suggested this as well. It would force all those level 54 boss farms to return to Peregrine Island, where the PLing crowd used to run their Family and Demons farms. However, there are lots of missions that have high levels for technical reasons but are not farms. So this is really a toss-up. If you fix the XP imbalance, you fix the real problem.
  10. If you can come up with an interesting and unique take on framing the mission for villains that would very cool.

    Most missions are in the second the second person (where "you" do what the contact says).

    I've seen a couple of "journal" arcs written in the first person and it's an interesting change of pace.

    I've even seen one that's in the third person, describing the actions of the character as if it were a story about your character. The one I remember was like a Norse saga.
  11. You should search for missions that have the solo-friendly tag on them, and then check to make sure they don't have any archvillains or elite bosses in them. Look for missions that have standard groups (rather than custom groups). There are lots of story-based arcs using the standard groups.

    (I can't believe how many arcs say they're solo-friendly and still have AVs in them.)

    Also, what challenge level are you running at? If you're running solo in AE and having trouble you should probably be running on Heroic.

    I also notice your two blasters have primary power sets with very little mitigation in them. Fire has no mitigation at all (unless you count the slow in Rain of Fire), and archery only has Stunning Shot and Explosive Arrow. When soloing a blaster you need to have a different mind set -- you have to incapacitate the mobs because you can't soak up the damage. You need to either kill the mobs so fast that they can't attack, or hold, stun or knock them back so they can't attack.

    With Ice you have a hold. With Energy you have lots of Knockback. With Sonics you have a sleep, a stun and a knockback power.

    With the Archery/MM you should be sure to have Telekinetic Thrust and use that on anyone who gets close to you. You might also lead with Explosive Arrow to knock them down.

    With Fire/Ice use Chillblain as often as possible to immobilize them, then duck around a corner so that the immobilized mobs can't attack you. The others will follow. In this way you minimize the number of mobs that can attack you at one time.
  12. It seems to happen only on certain characters. My Blaster on Triumph has spasms, but not my scrapper on Champion (but it did affect a controller team mate on Champion).
  13. I like the aggro cap on Tankers simply because it discourages an extremely tedious playstyle. That is, a tanker runs around the entire map collecting up every mob for the rest of the team to nuke. With the limit on targets for AoEs, there's really no reason to collect that many mobs at once.

    It's just boring for the rest of the team to stand around doing nothing for five or 10 minutes. Plus, if the tanker happens to lose aggro (for example, by dying), the rest of the team is surrounded by 50 or 100 angry enemies who will make mince meat of them very quickly.

    Finally, Superman generally didn't run around a city to collect a screaming mob of 100 villains and then slaughter them. In the comics superhero fights are generally small and tactical -- you might be outnumbered three to one, but 50 to 1 is pretty rare. It's a fantasy trope for a lone knight to slaughter an entire army.
  14. Quote:
    Originally Posted by Ice_Ember View Post
    fire cannot compete with shield defense for the amount of offense delivered. Elec looks to be better than fire in almost every way. Elec will have the endurance to maintain a full attack chain non stop. Fire cannot come close to that.
    At what level and with what kind of enhancements?

    I have a level 50 Fire/Fire tanker and endurance is not a problem, even when running five or six toggles. I slot IO sets I just don't run out of end unless fighting Carnies. And although Consume recharges more slowly than Power Sink, it's just about all I need when fighting Carnies.

    No doubt about it, Electric Armor's resistance to end drain is very nice. But if your Fire Tank is having endurance problem the good news is that there are plenty of ways to fix it.
  15. Quote:
    Originally Posted by Blackshake View Post
    This morning I was playing one of my own arcs ("Serpent People", Arc ID: 87226) with a level 38 toon. It is a story focused arc, I try to make it playable at any level.

    Snakes have a gap from level 35 to level 45, and I get (randomly?) level 34 and 46 enemies... How can I fix this?
    I had Snakes in a mission and noticed the same problem with a level 41 character.

    Set the mission's lower level limit to 45. You'll only get level 45+ snakes and the characters will be SKed to the appopriate level.
  16. Quote:
    Originally Posted by BackAlleyBrawler View Post
    No. Granite Armor will not be customizable. It currently exists outside of what we can access via the power system as it is an NPC with a pre-defined costume that your player is turned into.
    Okay, I get that. Would it be possible for you to provide a predefined female version of the Granite Armor costume as the default for females? Or allow us the choice of two or more predefined costumes, one female?
  17. Quote:
    Originally Posted by MEdelen View Post
    How do you defeat Reichsman?
    The last time I checked him with the Power Analyzer he had 99% damage resistance across the board, and 85% or more debuff resistance.

    That means you need at least couple of controllers or defenders with debuffing sets like Radiation Emission, Sonics, Storm or Dark Miasma. A tanker would be good to hold aggro. And then you need some blasters or scrappers for damage.

    You do need to hit him with the temp power before you can affect him with your regular powers.
  18. I've played a Rad/Kin corruptor to 50 and found it wanting as well. The /Kin part was good, but the Rad/ part is easily the weakest attack set I've ever played.

    I'm playing a Cold/Cold defender (to 38 so far) and the Cold/ set just doesn't cut it. The defense buffs for team members are a hassle to dish out, and the tier 8 and 9 powers take too long to recharge compared to their benefit. The single target debuffs are similarly underwhelming. Sleet is good (but you already know that from /Storm). In all, I'd say /Cold is a poor imitation of /Storm (it doesn't even have a real heal), and you'd find it disappointing.

    I've got a Kinetics/Sonic defender that does really well. Once you've buffed it's almost like playing a blaster who can heal and lock down mobs almost as well as a controller. Siphon Power is a must early on, and gives a 25 to 50% damage buff when it stacks. SP also doubles as a great mitigation attack (-25% to -50% damage on the target's attacks).

    Once you have Siren's Song soloing is a breeze. Once you have that and Fulcrum Shift you can solo large groups (bosses can still be a problem), but with FS and SS on them they're doing half damage or less.

    Since a lot of people don't want to be Speed Boosted (foolish of them in most cases), the single target buffs in /Kinetics get used less than they would in /Pain or /Cold. So if you don't like babysitting the rest of your team, /Kinetics is the way to go. Let everyone know which Brute will be the focus of Transfusion and you're set.

    /Kinetic's Transfusion heals for almost double /Pain's Nullify Pain, though it can miss. But it's a hassle trying to heal anyone who's not around the focus of Transfusion. So if you're serious about healing and buffing team mates, having a single target heal like Soothe is much more convenient, and you might go for /Pain.

    You should get Mids' character designer if you're serious about getting every last percent out of IO set bonuses. There are nice features that let you find which sets have which bonuses.
  19. Quote:
    Originally Posted by Nights_Eclipse View Post
    Several blasters have fly, and use that to avoid melee combat.
    You generally don't want to use Fly in combat, because it does have a sizable end cost. While you don't run out of End flying around with your toggles on, flying while fighting with toggles will drain you rather quickly (just like forgetting to turn off SS or Superjump will). Hover is more useful for blasters than fly in combat.

    However, I have Fly/Air Superiority on a couple of tankers and scrappers, and that's a good combo. You can knock those fliers out of the air and then pound them into the ground.
  20. Quote:
    Originally Posted by Fiery_Redeemer View Post
    Something to think of, anyways. (Oh, and forgive the spelling, grammar. I’m English Second Language)
    I just had to laugh when I got to this part. Your English is more concise and well-written than that of so many native English speakers who post on this board. I would have never thought you were non-native, except that you said you were outside the US.
  21. Quote:
    Originally Posted by Dispari View Post
    More recent example, over the exp weekend I was trying to level one of my older characters I haven't played in forever because my friend had resubbed. So we both get our Thugs/Trap/Mace MMs and start forming a team. We get a few extras, including another MM, a kin corruptor, and a couple Brutes. I see a broadcast by a high level Stone Brute and figure that'd be a great addition. I invite him, and he immediately says "Sorry, no MMs" and leaves team.

    I shrug, invite someone else, and we go on to totally decimate all the enemies without effort because of all the buffs/debuffs, pets, and explosives. Whoever he was, he missed out. We also didn't need him. But undoubtedly, had he come along, he would've thought himself the most important player.
    The problem is that a lot of MMs don't control their pets very well, and allow them to block other players. When brutes can't do their job because pets are blocking a corridor, they have a legitimate complaint.

    I have the same kind of problem when I play a dominator/corruptor. I usually trail behind the brute a decent amount, and then close the distance once the brute has locked aggro. But if there's a MM on the team, often the pets also hang back, completely clogging a corridor and preventing me from getting by. This will sometimes prevent me from using useful powers like Fulcrum Shift to their full effect.

    If you're playing on open map, it's not a big deal, but playing with a MM in the narrow caves or Oranbega can be a real drag.

    I have had the same issues with controller pets, but since there's a maximum of three per controller it's not as bad.

    Add to that the long startup time most MMs have upon mission entry, and the frequent aggroing of nearby mobs by out of control pets, and you can see why a brute wouldn't be interested in playing with a bad MM. And when you get an unsolicited invite you have no idea how good the MM is.

    However, if I was looking for a team, I'd accept the invite and just live with the hassles. I'm not saying that brute was right for declining you, just that I can certainly see his point. Also, in certain ways brutes and MMs compete for the "tanking" position on the team, and a self-centered brute might not be enjoy being out of the limelight.

    There's also an inherent design flaw in the villain ATs with regard to teaming. Certain ATs (brutes and dominators) have to be played in a steamrolling never-stop fashion. Others (stalkers and Masterminds) force frequent stops in the action to allow Hide to reactivate, set up an assassination attempt or resummon pets. The same kind of issue exists with /Device blasters who insist on using Trip Mines everywhere.

    The idiosyncratic demands of the playstyles for each villain AT are part of the reason I favor CoH over CoV. The CoH ATs don't really dictate a particular playstyle: you can steam-roll everything, or you can take your time. With villains, brutes really have no choice but to go nuts, otherwise they miss out on two-thirds of their damage potential.
  22. Yeah, nothing new about people not understanding that increased XP/mob doesn't equal increased XP/minute. I've been on many pickup teams that insist on running on Invincible and fighting +4 mobs, and wind up getting wiped every other spawn.

    It's more XP only if you don't die and waste time running back from the hospital. Or worse, lying there uselessly on the floor asking "do u have a rez?" when everyone already said no and told you to go the hospital.

    The fastest way to get XP is to play SKed to people who know what they're doing and have the courtesy to not waste your time. It doesn't matter what content they're doing -- AE, radios, whatever.

    Personally, I find doing regular missions solo on Invincible with Patrol XP gives pretty respectable XP/minute. I have a lot of alts and play at odd hours, and it feels almost like Double XP weekend every day. And when I run with my regular crew that knows what they're doing, Patrol XP really makes the levels come fast. Since you don't use Patrol XP in AE, it's really questionable whether trying to muddle through +4 bosses is getting you XP faster than frequently rotating among alts and accruing Patrol XP.
  23. Quote:
    Originally Posted by Speed_Force View Post
    - How much of a buff can Fury add when maxxed out?

    - Does Fury require the brute to be hit or just swung at; ie. does a defensive set like Super Reflexes slow down the rate that Fury builds due to the enemies missing more often?

    - Any advise on powerset combinations for a brute that will be playing solo 90%+ of the time, and likes to dive into swarms of mobs. I was considering Electric/WP/Mu as a possibility as well as DB/Dark/SM as my first thoughts.
    It looks like a full Fury bar gives you 200% damage bonus. My SS/Electric Armor Brute hovers in the 150% to 220% range for damage bonus when Rage is up running around solo (it's hard to keep the bar full solo). The Fury damage buff is so large that you should slot your attacks for accuracy and endurance reduction (not damage) early on so that you can keep running from fight to fight and keep Fury up.

    Fury builds fastest from being attacked. Diving into a big group is the best way to build Fury in a hurry. Fury builds very slowly from your own attacks. Fury decays pretty quickly out of combat, so quick recovery, regen, and endurance drain/increase or healing power are very nice to have to reduce down time (and Fury loss) between fights.

    I've played SS/Electric Armor to 41 (recently) and Energy/Energy to 38 (a couple years ago) with a fair amount of solo time, and I don't think it really makes a lot of difference which power set you choose if you're primarily solo. It really depends on your playstyle. Your experience with Scrappers and Tankers will give you a good feeling for playing the Brute. It's more robust than Scrappers, but less than Tankers. You should be able to take it from there.

    SS/Electric Armor is a lot of fun once you have Foot Stomp and Power Sink. You can rock and roll non-stop and are pretty tough because EA is damage resistance, especially when fighting mobs with energy attacks (you can pretty much laugh at Wailers unless there's a ton of them). The Tier 9 Secondary Power Surge has a severe hit point and end loss when it expires.

    Energy/Energy was pretty fun after Energy Drain (level 28) because you pretty much don't have to worry about endurance. /Energy is (mostly) defense based, which means you can be debuffed fairly easily and take a lot of damage in a hurry. But if you're solo a lot, that's not as much of consideration. (This character was on a server my friends no longer play on, so it has been languishing.)

    I had a level 16 Electric/Electric Brute I deleted. I never could get into it; the attacks seemed off somehow. Jacob's Ladder is annoying to use.
  24. Quote:
    Originally Posted by Gr33n View Post
    I know a year ago i could work my tail off and save up my influence and get some purple sets.... now because of AE i cant afford 90% of them....

    The supply goes down, the prices go up.... as everyone knows....

    Add a Random Purple roll a lvl 50 for 9999 tickets?
    Since you can get rare salvage from AE for 540 tickets, and you can sell that rare salvage on the market for approximately 500,000 to 1,000,000 inf, that puts the "value" of a ticket at roughly 1,000 to 2,000 inf.

    That would put the value of a purple recipe at about 10 to 20 million. Before AE the high-demand ones were selling pretty reliably for 30-60 million, as I recall. That means the price really should be 30,000 to 60,000 tickets. But since you can't have more than 9999, that indicates that the devs don't think you spending that much time in AE.

    The devs are encouraging us to play a variety of content. If you want purples, go to FBZ or some other high-level zone and beat on big spawns. Run missions on Challenge level 2 or 4. Purples will drop.

    The ability to set your team size in I16 will make this moot -- many farmers will abandon AE for the same content they PLed on before its introduction.
  25. Quote:
    Originally Posted by Nethergoat View Post
    Why are purples so expensive right now?
    Because all the farmers are in MA, not generating purples.
    There are two factors at work here: reduced supply of purples (as you correctly mention), and hyperinflation from the excessive rewards from those players farming in AE (as the previous poster correctly mentions).

    Either one spells trouble for an economy, but having both is problematic.

    But because there is so much inflation, anyone who sells anything in demand will quickly have millions. That won't be enough to get purples, but it will be enough to outfit them with more mundane things such as regular IOs or the cheaper IO sets.

    Getting something in high demand doesn't take a lot of effort. The Bronze rolls provide a lot of high-demand items, and although you won't be able to unload most of the stuff you get, you'll likely get something worth tens of millions if you spend several hundred tickets this way.