Sharker_Quint

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  1. Quote:
    Originally Posted by Bocus_King View Post
    Well I don't blame the devs for every exploit cause like you said it's impossible to catch them all, but I do blame them for giving people what free access to print influence like they were at a printing press. So yes it's their fault for even letting influence be awarded in AE.

    I did place some bids at reasonable prices(fingers crossed) lets hope they go through in a timely manner. It was just a shocker to check out the market after a few months to find prices on something as simple as umcommons quadruple in price.

    Like a I said earlier it seems like the proverbial wheel barrel of money is needed for anything these days.
    Here's an idea, run AE missions to get tickets to roll. Keep what you want/need and sell the rest for profit. Or, run regular missions, keep what you need/want and sell the rest for profit. Or, roll an A-merit a day to get 5 recipes, keep what you want/need and sell the rest for profit. I don't see a problem here.
  2. Quote:
    Originally Posted by Bocus_King View Post
    I play oh maybe 2 to 3 times a week a few hours each time nowdays. I have a few hundred million on hand but what I use to be able to IO a toon with that now I can't even buy 4 sets pf reactive armor with.

    For the record I don't think flippers ruin the market. I have a bit of knowledge when it comes to economics and the only ones to blame for all the inlfluence that is floating around is the developers for letting exploit after exploit into the system. They pretty much let people print influence ie monkey farms, mew farms, rikti com officers farms, mito farms, MM pets not examping farms, etc etc etc.

    Seriously they just need to take influence out of AE to stop all this nonsense.
    First off, do you have any idea how impossible it is to concieve of every possible exploit there could be in the AE? You can not blame the devs. But if that is what you want to do, I hope you enjoy your vacation you may be taking.

    Second, you do realize that instant gratification is what leads to rants like this right? Stop with the IWANTITNAO attitude and place some bids. Since you only play 2-3 times a week, it gives you plenty of time for those bids to fill.
  3. Quote:
    Originally Posted by Techbot Alpha View Post
    Except the OP did just that.

    Suggestion/Idea: Have an Accolade linked to Giant Monsters

    Detail Discussion; how could that work?

    No different from a lot of ideas that have been posted before.
    Not to start an argument Tech, but did you even read the OP? he doesn't say anything specific about it, just you guys come up with it and basicaly how it would work. we have nothing to go off of. Hence why i just suggested a badge. we don't need any other powers now that we have incarnate abilities.
  4. Quote:
    Originally Posted by Techbot Alpha View Post
    Since when?

    I like the idea, myself. /Signed
    It is at least come up with something, not I have an idea but I want you guys to figure it out for me. That's all.
  5. Quote:
    Originally Posted by Madam_Enigma View Post
    Hence why dual pistols was made a 'blast' set instead of a 'melee' set. Don't think it really has any "point blank" powers outside of it's tier 9 either. If your firing a pistol, you could move into point blank range, but wouldn't it be more prudent to fire from farther away most times?

    Where as a whip is about 1 or 2 yards in length tops usually. Sometimes larger. The reason whip attacks in demon summoning are longer range is... Your actually firing blasts from the whip, or using an extendo-range whip. As such I could see it as an assault set, or melee. maybe a blast set but that's pushing it IMO. Just don't think we'll see a full whip powerset, melee or otherwise.
    Not to mention, how do you come up with 9 SEPARATE powers for what a whip does? And no, whipping someone in 9 different spots does not count.
  6. Also, "natural" can mean anything you want it to. While I understand what you are getting at, any power in this game can be considered "natural". It all depends on your bio.
  7. This is the section where you come up with the ideas all fleshed out and we then discuss them. With the incarnate stuff, I don't feel that we need anything more really. Maybe just a badge cause some of them can be taken down with just 2 people, let alone solo.
  8. Quote:
    Originally Posted by Chaos_Fighter View Post
    Again it was a suggested amount of vault storage, I posted this for ideas what the storage should be or what people would think is a acceptable amount.

    My point was that I think most people are missing is that throughout my toons I have this salvage (like most others) but it's spread out through multiple toons. I'm looking at being able to access the salvage that I already have instead of running AE or having to pay the jacked up price of it.

    If my toon just hit 27, 37, or 47 I would like to go ahead and slot the recipes within that level range. Please remember that everyone just got 3 respecs for each toon they have. Now if you are trying to adjust for inherent fitness and or make some other modification to your toon you will have to purchase some sort of salvage. Now I can only speak for myself that I made a lot of changes to a lot of toons and I did this before I started running TF/SF for shards and yes after I get done doing my respec I would like to finish slotting it so I can do these tf/sf's... I personally don't care to run a toon on a tf/sf that isn't slotted properly.

    As far as a global and a regular vault I am all for that as well, anything that will allow me to gain access to salvage quicker that is on another toon without forcing me to log over to every toon I have to get to it.

    As far as salvage being gauged on the market, when was the last time someone bought a Alchemical Gold, a few weeks ago it was selling for the same price as some rare salvage (one million for a uncommon salvage and that is just one example of how the salvage market has gone crazy) and now sits at a nice price of 500K... So people do not think that is gauged?

    Again, I am looking for ideas for what an acceptable amount would be.
    The thing is, you DO NOT need to slot io's in your toon to go do tf/sf's. You can place so's in until you get the io's you need to finish. Also, you are going about the market in the WRONG way. DO NOT use it as a store. Use it for what it is intended to be used as. Place a bid and go run a mission or 2 and come back and collect.

    /Unsigned to global access.
  9. I found this little tid bit:

    Quote:
    Originally Posted by C.Bruce somewhere back in time in a section of the boards that may or may not have been closed at the time

    ...We did spend a lot of time on the whip between R&D, animating, re-animating, getting the rig sorted out, etc. We ended up spending more time than expected on the actual animations...but that was also because we had the time to spend on it. Demon Summoning as a whole was a very expensive powerset to make, easily taking as much time as 3-4 regular powersets.

    FYI, staffs/polearms would be about the most time consuming thing that we could make at this point. There are no weapon modes/stances that would be appropriate for it, so it would require a whole battalion of core animations, movement, hit reactions, variations of ninja run, flight, etc etc. More, it would require unique sets of IK driven animations for female and huge models. There's no way we could utilize skeletal re-targeting for them.

    I'm hard pressed to think of anything that would take more time to do...unless we did staffs as part of a new Mastermind primary along octopus henchmen who ride around on winged horses.
  10. Sharker_Quint

    uniforms

    You can save your costumes and change them at will. While I don't disagree that more costume slots would be welcome, I don't see it being high on the priority list of things to do.
  11. Quote:
    Originally Posted by Residentx10 View Post
    How long did the download take Clebstein. Can you post the times and average kbps?
    Look at the dates of the posts before you go posting in every thread about slow downloads that you can find. You necro'd this one. Good job.
  12. Hey HeroJunkie
































    Ok, that was a little mean. Maybe it's just time to move on. Seriously.
  13. I find nrg/nrg kinda fun, but nothing beats melting foes with fire/fire. Or you could try fire/nrg.
  14. Buy them during the year to get a head start on them. They can be obtained fairly cheaply. And you do not have to turn to the RMT'ers. You can make millions by selling your drops at the market. and you can even get CC's cheaep during the event at the market, just not for the first few days.
  15. Why not just use mids? It is much easier.
  16. Quote:
    Originally Posted by Savos View Post
    I really wish I could put the protection above in something like 72 point font.

    Protection does not nor should it ever mean the same as resistance. Yet you keep claiming I somehow support this for some unknown reason.

    A few things:

    A) Mez protection for all melee classes is too high. Disregarding your 1 in a million chance (effectively) in your examples, melee protection doesn't fail.
    B) Mez for anything without protection has two potential results: death in 5 seconds without chance of response or doing nothing for 10-15-20+ seconds.

    What I would like to see:

    1) Melee mez protection reduced to something like -3, enhanceable to -5 as well as providing something akin to a +50% resist to duration (e.g. 66.66% of normal duration base), enhanceable. Perhaps even modified by AT multiplier to protect those tanks that need mez protection that is overkill in 99.9% of the game.
    2) Overall duration reduced on players via either global resist, achievable set bonuses or a global nerf to mob mez.

    The reasoning is such that if implemented, melee must be aware of mez, though can still just ignore the huge majority of it, while limiting the case of 10+ seconds of standing around doing nothing for anything lacking protection (which is fine surprisingly enough!).

    And contrary to what you believe about my "so does everything else" was intended to be for every other melee defense set. For non-melee with limited defenses it has some huge variability based on power set choices.
    Why would they go through and change a mechanic of the game that they feel is WAI? The game is balanced just fine. It is not balanced around the +more then 1/x more then 1 difficulty setting. At the regular setting, anyone can solo with ease. It is what the game is balanced around. You also seem to not get that a melee character has NO WAY of preventing the mez other then it's protection. Any other AT has ways of preventing it or dealing with it if they do get mezzed.

    You are on a sinking ship. Time to get off of it.
  17. Popcorn... Get your popcorn here... Popcorn...
  18. Quote:
    Originally Posted by Forbin_Project View Post
    Not only No, but HELL NO!

    /unsigned

    /jranger

    /jpowerranger


    First off sub based games only go F2P as a last ditch attempt to stop the game from going under.

    Secondly F2P games end up being more expensive for players to play because they spend more money on microtransactions in the game than they did on their subscription fee.
    ^^This. If I say anymore it might be to much.
  19. Quote:
    Originally Posted by Mad_Cow_Milk View Post
    Good points. As to the other comment, no I am not talking about adding a series of new powers, just one.

    Well if things are capped out, then maybe we could exspand the powers in different ways.

    Give teleport the option to teleport up to the 2nd neighboring zone directly from where they are.

    Give Super Speed a much higher jump height

    Super Jump a faster jump

    Flight, IDK maybe teleport to the 1st neighboring zone?

    As to the incarnate system. Yeah getting this is nice, but in some way this just seems like more leveling. Perhaps all I want is something little and symbolic.
    /Unsigned. There are no need for the changes you propose.
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    My Rad/Sonic AV soloing defender would like to have a word with you about that. (for the record, once I solve his endurance issues he'll be soloing GMs too).

    My Dark Miasma/Dual Pistols defender has a thing or two to say as well.

    You act like just being a defender means you can't ever solo, and it just isn't true. Sure, my Dark and Rad defenders are among the better soloing sets, but if you're playing Empathy or Kinetics why are you so pressed about being able to solo them when they shine on a team?

    If you can't effectively solo with a support character, the problem is with YOU, not the game. Myself and thousands of other people solo support characters all the time. Unless you think the people saying they solo fine are lying just to spite you, and I can assure you, I'm not lying about my ability to solo a defender.

    And no, soloing does NOT mean running at x8. Soloing means running missions by yourself, the difficulty you are set at is completely irrelevant.




    That's weird, my Broadsword/Shield scrapper tanks for small teams all the time. Sure, he's probably not going to be main-tanking an ITF or tanking Recluse on an STF, but he does just fine holding agro for 3-4 man teams. If he didn't have mez protection, that would be impossible for him to do.

    Also, I brought it up before, but what about things like Tsoo Green Ink Men, who have 3 melee stun powers and spawn in groups of 8 to 10 in Talos. They can already stun a melee character through their mez protection. So, the answer is to force a scrapper to run in terror from those groups while a hovering support character can kill them all in perfect safety? (because Green Ink Men have zero ranged mezzing ability, their stuns are all melee range)

    Scrappers hit things in melee range, and that is ALL they do. They cannot buff a teammate, or debuff the enemy, they do not have even close to the same amount of versatility that a support character can have. Various support powersets can do many different things, while scrapper powersets are nothing more than different flavors of hitting things.

    I've said it before, and I suppose I'll say it one more time: When my scrapper has the same level of versatility as your support character, maybe then your support character can have the same level of self-sufficiency. If you have a support-heavy team, those scrappers that solo so well start to get less and less useful, especially the ones with mostly single target oriented sets like Dark Melee or Martial Arts.

    What you are saying is that your defender needs to get the exact same soloing efficiency as a scrapper, without losing any of the team support versatility they are known for.

    Scrappers are designed for solo efficiency because they lack any real team support ability. And you think they should lose that solo efficiency without gaining any additional team support ability.

    But apparently the people telling you that is dumb are the ones being unreasonable.

    Right.

    There seems to be quite a bit about game balance you don't understand here. Scrappers are self sufficient because they add very little to a team. Defenders are more team reliant because they can make that team nearly invincible. Thus, defenders should not be as self sufficient as scrappers until scrappers add more to a team. That is known as balance.

    But nooooooo. Defenders should be able to solo just as well as a scrapper AND team better, because that's the only way it would be fair. I find it hard to believe that you don't realize how ridiculous that argument is.
    Quote:
    Originally Posted by Dispari View Post
    Two points wouldn't do anything. If you want that you can pick up Acrobatics which gives mag 2 for holds. But I don't think you'll find many enemies casting mag 2 holds. But even if you had mag 12,000,000 you still wouldn't be able to solo at the safety or speed of a Scrapper, so your entire "why can't Defenders solo" argument still wouldn't be satisfied.

    And if you want Fortitude to be self-cast you still don't understand the class system concept. Defenders aren't there to take hits and kill things quickly. That's a Scrapper's job. Defenders are there to support and back up their allies. They're a team-oriented class. They aren't supposed to be solo experts and never will be designed that way. I'm sorry you consider that unfair somehow. You're literally asking for Defenders to be able to solo as well or as fast as Scrappers AND be able to do so from range AND be able to support a team exceptionally well. What would be the point of a Scrapper? Or half the ATs in the game at that point for that matter?
    This^^
  21. Quote:
    Originally Posted by hedgehog_NA View Post
    Scrappers dont need mez protection any more than blasters or defenders do. You can team and get buffed. You can take TP and be in melee range instantly. You have high defense to prevent a lot of it from hitting you. You shouldnt be taking the alpha strike, that is the tanks job. He/she need mez prot, not the scrapper. Oh yeah, you can always pop breakfrees. Your defensive toggles wont even drop. Why is it the rationalization for squishies not having any mez protection no matter how minor doesnt apply to scrappers? Scrappers are DPS. they are not and should never be tanks. If they do have a tanking role their damage should be lowered. Blasters gained damage to make up for no defense. Scrappers have high damage and good defense. What exactly did they give up to maintain balance?
    So, screw those that want to solo on scraps? Yeah, dumb idea. And as for you saying they aren't and should never be tanks, I have a kat/sr that would love to debate with you about that since he has tanked many an ITF and other TF's.
  22. Sharker_Quint

    Lost IOs

    It is because io's were meant as an infl sink. Due to this, the devs have gone on record as saying that we are lucky to even be able to pull 10 off.
  23. Quote:
    Originally Posted by Sbane12 View Post
    I am sorry, but which part of that is supposed to be a " valid" excuse for rolling as you even admitted " the fotm", or easy mode?
    Correct Answer would be it is not.

    Doesn't matter if you keep dieing, that is the exact excuse for all the Psi blasters , KM/regens, Shark stalkers....

    Once you hop on that bandwagon, and yes it has been proven, if you try and play something else down the road that requires even an inkling of skill or challenge, you will fail, get frustrated quick, and go right back because you are used to playing something a one-eyed, one-armed, 5 year old could succeed on.

    It is but this is excuse that is why you will be just another Psi/EM, and never a "good" PVPer.




    Big difference between effective, and overpowered FoTM easy mode. Very thick line in CoX's case.
    Just another one who Bowls with bumpers, and thinks they know how to PVP.
    "Hi. My name is Sbane12. I know nothing about PvP and will continue to prove so through my many posts about how Psi blasters and sharks need to get nerfed because I keep getting beaten by them.I will also go on putting people on ignore who disagree with me in any way, shape or form. Also when asked to prove my experience by backing it up with numbers, I will not do so. I am afraid it will make me look like the troll I am."

    So, did I get the description right?
  24. Ok, let me put it this way. It would be to much work for something that very few people would even think about using. It is not a good idea. At all.