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Quote:Don't forget the "end game" content, too.I've passed the Dhoom baton to EB and Flux, but doesn't this still represent schedule slip for GR? Also, I'll be extremely pissed if GR is only side-switching + 1-20 + end-game content now, because pretty much everything else we're going to have in April.
That said, they are giving away a lot of GR goodies early. Wonder if they had the manpower to get that stuff out now, and add more stuff to GR? Either that, or this was the plan all along? Bah, who knows. (Retorical question: those who know can't talk anyways, so...) -
Y'know, I'm generally not one to preorder things (in fact, some of my non-CoH friends always tease me how I always level behind them due to getting games/expansions after the fact), but this is one I certainly will. Not only is it pretty much a guarantee that I'll buy GR anyways, those are some nice preorder perks.
Also, I17 sounds like it could be pretty sweet.
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I can't help but want more info for GR and I17 now... -
Quote:Not to mention any new enemies, allies, and special/temp powers that need to be balanced, any TFs with unique mechanics, etc. They don't only do player powers, you know.As to the OP, I'm pretty sure we'll get a new TF or two, a couple easy power proliferations, and the graphics update. I'm predicting power proliferations because I'm kinda doubtful that they actually need 4 guys working full time to balance out the two new sets coming with GoRo (Dual Pistols and Demon Summoning if you've been hiding under a rock).
I'm not going to begin to speculate what this next update will bring. I'm guessing it will be smaller than most will hope (mini-issue), but we shall see. I do hope to be proven wrong, though!
What does strike me as somewhat odd, however, is that Avatea, Nivine, and Ocho held Rikti invasions, but not on all servers. I don't know if that's because it wasn't a hit, they were too busy, it's planned to be propogated to all servers at a later date, or what. (Not as a complaint - but it probably would've happened while I'm still at work anyways, so I don't feel like I was left out.) -
Your signature still weirds me out, sir.
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It all depends on who you run it with. A PUG may take anywhere from 1.5-2.5 hours (it could be longer, but that is a safe estimate). If you have a group of friends who run it constantly, have a good mix of ATs/powers, and speed it? You can drop that down to 40-50 minutes without using temps.
With temps (remember that it takes time to gather those), I know it's been done in ~33 mins. That was a while ago, so it's probably been done faster since then. -
Quote:AAO is actually one of the stronger ones. For a brief period of time, it was 1.25s, just like RttC, but it seems that was supposed to be 1.25 * Melee_Taunt (forgot the actual attribute name), so now the duration is 16.875s - just as strong as Invincibility. (It's actually strongers since it carries a debuff with it.) On top of that, it confers a +dmg bonus, which helps threat generation as well.As I recall Shields taunt aura is a bit weaker than most but not as weak as Willpower. With careful slotting and some attention you should be able to manage your aggro without Taunt.
It's one of the strongest taunt auras in the game, actually.
Quote:That being said I personally would not skip it. It is the best aggro management tool out there. Auto hit, low endurance, quick recharge, and a good spot for taunt sets.
That is just my opinion however and you will find others who do not need it. It really comes down to if you are having trouble holding aggro or not. If you find you are Taunt is a good solution. If not enjoy your tauntless tanker
If you want to be able to hold aggro regardless of the situation, you'll want/need Taunt. If you don't mind there will be corner cases where you can't perform (ie: STF), then you won't need it.
(It also has uses for the -range debuff, excellent set bonuses, and the ability to hold aggro on mobs outside of melee range without moving.)
I personally can't play a Tanker without it; I'm too much of an aggro w****. -
Quote:I almost made that exact same point, but it's been a while since I leveled a Tank with a damage aura, so I forgot how effective it was in practice.I Agree.
I've levelled a couple of Fire Tanks and found that street sweeping large mobs of Green or Blue con Minions in the Hollows worked well in the early levels.
The Aura ticks away while you concentrate on the Lieutenants and Bosses.
This way you get lots of Insp drops too.
The bit about inspirations is pretty important, too. Maximizing insp/time greatly increases character effectiveness, especially at low levels. It's kind of like Fury, in a way. The faster you earn insps, the faster you can go through mobs (kill faster, less downtime) which helps speed up / maintain the influx of inspirations. -
Quote:A damage auras' effect on combat is a bit more complicated than most people give them credit for.Yeah, I find it useful to hold off on most damage auras until after Stamina, too. I know some people think it helps out with damage before then, but I just see it draining my endurance really fast, heh.
It's pretty easy to prove attacks are balanced around doing a certain amount of damage for a certain amount of damage. For a single target attack, that's 1 damage scale (44.488 dmg as a Tank) per 5.2 endurance. Unless you have a set with a special discount (Energy Transfer, Incinerate, etc), you'll be paying the same endurance to kill mobs if you use several small attacks or a couple big ones (overkill notwithstanding). Obviously, this means the faster you deal damage, the faster you'll burn through endurance.
Damage auras actually match the DPE of a single target attack against single targets. (ie: Death Shroud against 1 target is just as efficient as Energy Punch.) So against multiple mobs, damage auras are far more efficient. So running a damage aura while fighting is dealing damage / killing faster, thus burning more endurance.
It leads to shorter fights, but more frequent rests ("it's draining my endurance fast!").
(Another wrinkle is that if left on, the auras burn endurance you'd normally be recovering outside combat.)
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One benefit of taking damage auras earlier is that you get to slot them up early, making them more useful as soon as you get Stamina. A 4-6 slotted aura can be used much more effectively at lvl20 than a 1 slotted aura can be at lvl22. Of course, that also means that you're taking and slotting a power you may not use much until lvl20, which could slow down leveling up to that point. -
Quote:What I said was slightly inaccurate. People would find the path through the TF that gave the most merits for the least amount of time, and constantly run it that way. When the rewards for the TF got tweaked, they'd reevaluate the best merits/time path and run that one. I could see people running each branch of the TF once or twice, but if one path yielded better rewards than the others, that's the way it would most frequently be run.You just blew my mind Sarrate.
But as far as finding the shortest path through the TF, that happens already (failing missions LGTF, KHTF comes to mind). There are players that enjoy the story which a dynamic TF like this would cater to, and there are those that just want the rewards. Hence the suggestion of dynamic rewards, so the less objectives you met; the less merits you get in the end.
I'm sure some people would run it other ways (especially when it's still new and people want to the TF from every narration), but I bet people would get into ruts.
Quote:The important thing is usually *not* how hard something is to do, the important thing is whether we can get developers inside of Paragon Studios to advocate for them.Quote:The one thing to remember is that within the context of MMO development, a year is a very short amount of time. We may not see the full impact of the new people on timescales less than that, and advocacy for improvements can take that long to reach a version of the game we can play.
Hmmm.... -
I don't presume to know the guts of their mission software, so I don't know what is or isn't possible. Those would be good suggestions if their current achitecture supports it. Considering what other systems in the game are like (excel for powers, text files for cutscenes, bizarre state machine for animations, etc), it wouldn't surprise me if it was beyond the realm of possibility (without additional coding, etc).
I just seem to remember people bringing up branching before (it may have been specific to story arcs) and the exponential requirements was brought up by a dev. (I can't try to search for the post atm, sorry.) -
Quote:It's funny you say that, there's a thread in the Comic Culture forum about Champions Online releasing some info (which may have been premature) causing a massive nerdrage and a complete PR meltdown. The little tidbit said? "XXXXX is going to be our first paid expansion."But part of it is that Paragon Studio's marketing department needs to move. Castle has posted today, saying he can only comment on things that don't reveal what's coming, so he doesn't step on toes of marketing a nd such. Which does make sense. What doesn't make sense is why so much about Going Rogue is being kept mum. Likely we'll get an announcement this week or next by the sound of things, but that's still weeks too late in my mind. People were pretty patient waiting until January for the most part... once that broke and we got nothing was... not good.
While I don't think any news about GR would cause that here, it does make it clear why companies guard information so closely. I'm dying for more information too, but I can kind of understand why they're being so careful about it.
Bah, little tidbits cause conjecture, too.
Quote:Just a random thought I had awhile back:
Remember those "Choose Your Own Adventure" books? I'd like to see future TFs done with the same concept. You go to the TF contact, pick up the first mission, but your actions during that mission will dictate the next mission; your actions during the next mission will dictate the subsequent one etc etc.
Of course merit rewards would be weighted against the amount of objectives you complete and things of that nature. So in essence you'd have a dynamic TF with dynamic rewards as opposed to the static TF/rewards we have now.
Suppose you have a 5 mission TF with a choice on mission 1:
Code:m1 --- m2a --- m3a --- m4a --- m5a --- m2b --- m3b --- m4b --- m5b m1 = Mission 1 m2a = Mission 2, choice a m2b = Mission 2, choice b etc
Code:m1 --- m2a --- m3aa --- m4aa --- m5aa --- m3ab --- m4ab --- m5ab --- m2b --- m3ba --- m4ba --- m5ba --- m3bb --- m4bb --- m5bb
Then again, the devs have given us things that were in the past labeled as "not possible at this time," so who knows. If they could pull something like that off, it would rock. (You know people would find the shortest path through the TF and just run it that way, though. :P) -
Quote:I've got no issue with any of that, Samuel. The tone of the original post left me feeling that if I wanted more information:I don't think the merit of wanting more information was ever in question. It's just the irritation of having a new "So where's my Going Rogue information?" thread made every day is eventually going to start wearing on people. Even the people who actually want information. It's like a car alarm outside you window - not really all that big a deal, until you realise it's been blaring for the last couple of hours and it's actually getting pretty annoying.
We'll get more info. Constantly asking for it won't change that or make it come out sooner.
* I didn't think the game was good enough. (I think it's a great game, but that doesn't mean there isn't room for improvement - which GR promises to have.)
* We're gluttons for punishment, paying for a game we don't enjoy.
* We're whiners.
It may not have been the intention of the OP, but that's how it struck me; the arguement could have been phrased a lot better, imo.
Look, I understand the irritation of endless "moar GR info, plzkkty" posts. I also understand that it's not going to change just because a thread asked told people to STFU; all it does is add more fuel to the fire. -
Quote:You know, while Going Rogue has been the subject of a lot of discussion recently, I think this post (especially the quoted) is pretty unnessary. People you're addressing aren't likely to stop at your request. While some people (so far) have agreed with you, the only direction this can really go is flames - especially phrased like this.So, uh... Could we shut up about "Going Rogue information" please? The game is already good stuff. If it's not good enough for you, then you're some kind of foolish glutton who feels the need to pay a subscription fee just to whine about nothingness. It's not cute.
At any rate, I think you're incorrectly labeling people by calling them "foolish gluttons." I'm happy that you're wholely satisfied with the game at the moment, but you also have to respect that other players have different experiences than you. There can be a (nearly) innumerable number of areas where your experiences could vary:
* Server - Higher or lower population
* Friends - Some have more than others
* Playstyle - PUG? Group with friends? TFs? Missions? Street sweep? Alter? Single character? PvP? RP? AE?
* Goals - Badges? PvP? Power gaming (AV soloing, etc)?
Etc. Your "needs" may be more fufilled with CoX's current offerings than others. That's fine, but that doesn't invalidate someone else's different perspective. The features that have been announced (but not expanded on) for GR very well suit other's interests more.
Personally, I've seen a lot of what this game has to offer - not all, but a lot. I think it's a great game, I've been subscribed to it longer than any other MMO, even leaving my account active during periods where I didn't play it much because I knew I'd be back - it always just a matter of when. Having said that, I really wish I knew more about GR. I'm not a heavy alter (although I have more in this game than any other), but I only have a few characters that I play frequently. Having new challenges / routes of advancement is something I really crave.
That does not make me a fool for staying subscribed to the game while still desiring more information.
Having said that, that doesn't mean I think people should be allowed to be belligerent about wanting more information - just that the desire for more information in and of itself isn't bad. -
Quote:Yeah, I hear ya. I honestly don't IO a lot of characters to the hilt. I'll make builds, but they rarely come into fruition. I either get distracted, end up not playing the character a lot, etc. My Tanker is the closest I've ever come to a finished build. (I'm missing the PvP +Def IO, but I'm not trying for it anymore. I'm waiting to see what GR brings. May force me to rebuild from scratch, anyways.)Yea, it's fun being so tight-fisted, even with plenty of cash...due to wanting to maximize the performance of so many alts.
For some reason, I had serious issues with aggro on this character, even with all the AoEs..hence why I had setup to take Salt Crystals. It's been the only tank I've had that problem too. And this is with ample use of Taunt and my attacks, along with RttC.
For aggro purposes, here are some things that I've found really helps (you may be doing some/all of these already):
*) Get into the mobs first. You don't have to stick around while the group cleans up the stragglers of the current group. Jump into the next mob sooner. This gives you time to setup aggro - and holding aggro is easier than regaining it.
*) Rotate who you Taunt. It's easy to just Taunt your current target, but it's much better to spread it around. I use Taunt very frequently, just to make sure I have everything glued to me. (For groups, I'd say that Taunt, Combustion, and FSC are my three highest priority powers.)
*) If the group is spread out, jump into one side while Taunting the far side. Most times, the -range will coax them closers, allowing your AoEs to hit them. Much easier to hold aggro when they're bunched up rather than spread out.
I can't say for sure what the root cause of your problems are without seeing it first hand, but those steps work for me. If Salt Crystals does the trick for you, great! If you find something that works for you, then theres no reason you have to adopt my (or anyone else's) playstyle. -
Quote:Gotcha.Sarrate,
I always take Taunt on Tanks. This thread was more of a confirmation since my SG had a small discussion and this topic surfaced.
I used to be much better about not jumping to conclusions. I need to work on that.
Quote:It wasn't just the taunt aura, it was the taunt aura combined with the fact that I was doing a metric crapton of damage, and the tank was just punchvoking, with attacks that didn't appear to be slotted that well. But, as I mentioned, as soon as the tank used taunt he got the agro right back (the tank appeared to be built for team play and didn't have much damage output)
I don't think this has been mentioned yet, but the reason for this is you need to have twice as much threat as the current aggro holder to steal it. So the longer you go without holding aggro, the harder it is to reclaim it. On the flip side, the longer you hold aggro, the easier it is to keep it. -
Quote:Gotcha - those are definitely expensive IOs, so I can understand taking the cheaper alternatives to get the bulid done, even if it's not the absolute best; better to have it done than never completed, afterall.-Only reason I went with ToDs, was I happen to have a few sets sitting in my base, collecting dust.
-I choose the Procs mainly as a cost saver, as I know the KC triple has a lofty price these days.
Quote:-I did slot Salt Crystals for the bonuses, but I also took it as its a great aggro tool, being a large AoE.
Quote:-The slotting of my PBAoEs is partly from an old thread that I think you might have mentioned it in. (it was late at night when I was looking around, so can't recall for sure lol)
I did some unorthodox slotting on my build to max out enhancement value (such as slotting a purple in one of the last two remaining slots in the st attacks with a purple), but that's a pretty expensive thing to do. (I made my build back when things were a lot cheaper - ex: I never paid more than 5m for any of my KCs. :P) I'll see if I can't find other tweaks you could make afte work -
Quote:Smash, and especially Lethal attacks frequently have def debuffs attached to them. Swords, guns, Bane Spider maces, etc, all reduce your defense. This isn't too much of a problem for those two damage types - as you say, SoW will help a lot. (Note: SoW is up 120s out of 300s, or 40% uptime, unenhanceable.) The problem comes from enemy groups that deal mixed damage. Defense is your main form of mitigation to f/c/e/ne, so when the defense crashes, you'll be hurting quite a bit. The higher your s/l def, the less likely those types of debuffs will get through, and the less purples you'll need to eat to overcome it.I don't want to build for S/L defence as my lethal/smash resistance with SoW is over 80%, and SoW is naturally up over half the time, with next to zero crash, so relying on that to save me is a pretty viable option IMO. and over 25% defence to the Energy/Neg/fire/cold plus my tidbits of resistance, and regen from RttC pretty much means over half the attacks aimed at me are going to miss, of which I'm taking 10 - 30% less damage from (due to natural resistance and depending on if SoW is up) and then I'm regenerating over 80hp/second with one person in my face. I'm not seeing raising my defence as adding much more to my multi layered protection plan.
You don't have to build for it, mind you. My first build (before the typed def set bonus changes) wasn't built that way, and I was still able to tank pretty much anything - I just had to pay closer attention is all. Just some food for thought.
Quote:Would my idea of a durable, solo friendly tanker work best with a taunt, or the self rez power, as I would like to also use this character to be able to play the 'main tank' in the event I do team.
Additionally, you shouldn't be dying frequently enough to make taking the self rez that useful. I wish I could have squeezed the power into my build for thematic purposes, but death is so infrequent that it's not worth it, imo. I'd definitely go with Taunt, prefereably sometime in the 20s.
Quote:First off why did you wait till lvl 26 to take health? You should taken it like at lvl 16, and then stanima at lvl 20. I will see what I can come up with for you that might be better., and 110 KB protection?, at most you need is 10.
In the long run, stacking +regen is one of the weakest ways to make WP more survivable - stacking res/def/maxhp all yield better results.
Don't forget that Fire Melee is one of (if not the) most end efficient melee sets because of all the free dots - not to mention the two AoEs which can be levereged. (The only catch is it's very tempting to blow AoEs on single targets at low levels when you only have two single target attacks. Vet Reward powers help to mitigate this a bit if you have them.) -
Quote:If you're trying to decide whether your Tanker should pickup Taunt or not, I'd strongly recommend it if you want to be able to Tank reliably anymore. Before you (general you) all skewer me with pitchforks for that taboo, let me explain.I read the info on Paragonwiki as well and it states Gaunlet's effect decreases with higher-ranking foes. I would assume that attacking an AV or using the Taunt Aura would be sufficient Threat to maintain aggro since a Tanker's threat mod is higher than all ATS (except Brutes).
I'm guessing there's no clear cut answer since Threat determines aggro, and it's possible for a tanker's threat level to be superseded by a scrapper or other AT unless that tank uses [Taunt]?
EDIT: thanks for the Info Aett, that's very insightful
Tankers used to be able to hold aggro decently without Taunt, not up to my standards, but well enough. While Tankers really haven't changed, the game has. More and more characters are getting access to passive taunt effects (WP, Shield, Brutes in coop/GR). The way taunt mechanics work out, when two characters with equal taunt durations collide, the one who deals the most damage will always win (debuffs could cause the scale to tip). Since Tanker damage is below the others, they will lose aggro; this isn't just for AV fights, but normal minions/lieutenants/bosses as well. The only way Tankers can win is by raw taunt duration - basically getting a bigger multiplier than Brutes/Scrappers.
The other wrinkle is there are several encounters in the game where Gauntlet / Auras won't do the trick - namely the STF, possibly LRSF (GR). The uncertainty of Gauntlet, the lowered effectiveness of taunts (all taunt durations are effected by the Purple Patch, not just Gauntlet), it all adds up to lost aggro.
So, in order to fufil their role on teams with several taunt capable characters, it's Taunt or bust, imo. I'm saying this as someone who has stolen aggro from Tankers on my Invuln Scrapper, and been able hold aggro on multi-Brute teams as a WP/Fire.
* Note 1: I'm NOT saying be a Taunt-Bot; that's counter productive. You need the larger threat multiplier and solid dps.
* Note 2: The fact that Brute/Scrapper taunt durations on auras / Gauntlet-Lite [edit: are identical in duration to Tankers] and Taunt/Confront is the only difference is a pet peeve of mine. Tankers are designed to take a beating, but it's getting harder and harder for them to do so - especially for people who don't read-up on game mechanics. -
Some things to consider:
- If money is of no consequence, slot Scorch with KC - you'll get more s/l defense that way.
- I'd skip the KC knockdown proc, especially since you have Air Superiority. (I have one in my build, but mostly for my own amusement and since I don't have AS.) Raw enhancement value will be far more useful to you.
- If you're using it purely as a set bonus mule, ditch Salt Crystals. You'll get more defense (to all) out of unslotted CJ than you get from 4 slots in Salt Crystals.
- You could use these slots to enhance IW with LotG netting you more hp, acc, and recharge.
- Then you could slot CJ with either a Kismet (for better tohit chances) or 2 Zephyers (pulling the slot out of Tough) for some moe e/ne def.
On a side note, I like your slotting for Combustion / FSC. Both of those look better than how I'm currently slotted (Errad: Dmg, Dmg/Rech, Acc/Dmg/Rech, Dmg/End/Rech; Scirocco: Acc/Rech, Acc/Dmg/End). I'd have to take a small hit in dmg (I'd use lvl33s), but the extra recharge or end reduc would be very nice. - If money is of no consequence, slot Scorch with KC - you'll get more s/l defense that way.
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Quote:Ahh, sorry, I meant no offense saying how attacks were typed. Some people honestly don't know, so I'd rather be sure. Besides, you never know who may be reading / learning from a thread.I am aware of how attacks are typed. The point is, I couldn't think of anything that was typed F/C and AoE but not S/L.
Fireball is one. Is there anything else?
I can't check right now from work (I saw a thread in the general section last week saying that CoD had been may have been compromised (link 1, link 2), so I don't dare go there from work at the moment), but some attacks I'd check are Fire Breath (Fire Manipulation), Inferno, Ice Storm, Blizzard, Frostbite, Frost Breath, Frost (probably melee), Ice Sword Circle (probably melee), and Frozen Aura (probably melee). Some other unique powers may also be included in that list such as Eochai (his Footstomp is pure fire damage, not sure on the position) and Winter Lord / Lord Winter (their Footstomps are pure cold damage too, iirc, still unsure on positional flagging).
I'm not arguing that facing against these attacks in PvE is rare, mind you. -
Quote:Just because an attack deals s/l damage doesn't guarantee that it will be typed as such. (Non-positional psi demonstrates this.) In this case, Fireball is only flagged as Fire / AoE, despite having a smashing component.I can't think of any F/C/AoE attacks that don't have S/L components.
--edit--
I do wonder how much of our current build advice will change for GR. If not because of damage types used against players, but also the abilities that mobs have / the new method of advancement for lvl50 characters.
It's kind of why I'm hesitating to create new builds right now. I just feel that at any moment they could release information that makes them obsolete. I'd rather not spend a lot of inf/merits on a new project to have them invalidated in a short period of time. -
This is one of those things I've been meaning to test for a while, but I keep forgetting / never get the opportunity.
To the best of my knowledge, single target Tanker attacks are set to have a radius - Gauntlet's. Then, for the different aspects of the attack that are single target (damage, secondary effect, etc) they are manually set to have a radius of 0. So, AttackX would have a radius of 10, but the damage and knockdown would have a radius of 0.
If this is the case, it means two things:
1) Gauntlet will go off whether or not the single target effect hits. Just like any other AoE, if you miss the primary target, the AoE will still hit other targets. Fireball, for example, doesn't fail to hit additional targets if the primary wasn't successful, afterall.
2) Unless there is some other mechanic at work that I'm not aware of, the AoE taunt itself has a tohit check. Think about it, I can't think of a single power that has a tohit check for a primary target, but autohit AoE. Tanker attacks are just AoEs, afterall.
Again, this is just speculation, something I haven't manually tested myself. Maybe I'll remember to do this today after work. -
Quote:There is one main thing that scares me about new AI - instead of being challenging, it's annoying (or both). Simple example: Suppose there are a group of enemies that prefer range attacks and will run out of melee range. If you had to fight that group a lot, it would get old really fast. (Kind of like the Croatoa witches, come to think of it.)The thing that would make new enemies unique and could even make older enemies harder is better AI. Dumb enemies has been bugging me recently with an AE mission I've been working on and specific enemies like snipers really do stand out.
That's not to say there isn't room for imrpovement, though. There are some quirks to the current AI that makes no sense to me. Certain powers seem to require the AI to not be under attack for a couple seconds in order to use. For example, Black Scorpion won't use Rage, Lord Recluse won't summon Banes with a debuff anchored on him, AE Regens won't use MoG, IH, DP, etc.
I'd probably end up doing the same thing. Try the AI in a few specfic cases and see how that goes. If it turns out to be fun rather than annoying, maybe start incorporating it into more (new) content. -
Quote:It will really depend on the flavor / design of the challenge. If you have enemies that are obnoxious to fight (like the Vanguard), then I may be a bit annoyed. If they're well designed (I really liked the new Winter event), then I can see myself enjoying them. I want the content to be about something more than big numbers (dmg/debuffs/etc) and more unique.I have to wonder...
How difficult with GR be and how will fans react to that difficulty? There was mention a while back of new, more challenging level 50 content but there were various complaints about the past two holiday events.
Another thing to keep in mind is that they're planning a system to allow our lvl50s to become more powerful, too. So harder content with stronger characters may be a wash.
I'm really curious about that system. As in, I don't really want to make any big investments only to go back to the drawing board when taking the new system into account. -
Quote:I think it was more along the lines of:t MrQuizzles, the error message is something like CoH has encountered an error and has to close, please describe what you were doing when it happened in order to help us solve the problem, or something like that. Unless you're being very cheatyface, you'll almost never see that message nowadays.
"You just had over 100 (200?) effects go off at once. This is a bit excessive, just so you know."
I specifically remember the "This is excessive, just so you know" part being in there. I saw that error once, but that's because I had a demo of someone demonstrating it. I played it again much later, but the popup was gone.