ShoeTattoo

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  1. To solo quickly, you need "just enough" defenses / defensive debuffs / controls to minimize face-planting and use of the "rest" button, and then its best to go all out to increase offense from there.

    Dark/ is quite safe for soloing in my experience, but not as quick as several other sets. Rad, storm, TA, and traps offer not only -res, which dark offers, but they also offer -defense and other ways of (further) boosting damage.

    For secondaries, the bugged AOE damage in ice blast--ice storm and blizzard still do damage at blaster levels when taken as a defender secondary; that hasn't been fixed yet--puts ice blast AOE DPS ahead of other defender blast sets. That's based on bugged damage, though, and its your call as to whether or not you would like to factor that into your decision making. Ice blast is also very solid for single target damage, which makes it worth considering anyways for solo play as a defender. The toughest part of the leveling curve if you pick ice blast is getting to level 29, at which point you can begin putting extra slots into bitter ice blast.
  2. For me its MA >>> badges >>>>>>>>>> PvP

    MA is a fun diversion when I'd like to solo. I especially like it for some of the lower level AE arcs both hero and villain, and sometimes in the late 20s or 30s as a villain, and the 40s as a hero. Quite a few of the AE arcs are well written and well balanced, and in the level ranges mentioned I sometimes like to enjoy content other than the usual mobs, introduced by the usual contacts.

    Badging is an "if I trip over it" thing for me. But, I still seem to usually get 70 or 90 badges, or thereabouts, on the journey to level 50.

    I have no interest in PvP, in this game or any other.

    The OP's point is based on weak evidence, as pointed out by Eiko-chan. Controversy drives post counts about particular subjects, not the underlying number of participants in that activity. There has been plenty of controversy surrounding PvP, relatively less surrounding MA (except for exploits, but exploiters get quickly shouted down when they complain about nerfs), and relatively little about badges.
  3. If khelds do ever get buffed again, I'd rather not see it be by providing further mez protection in human form than they already get. Its not a significant barrier to playing an effective kheld, and not even a significant barrier for an effective human only kheld.

    There are *lots* of other and more creative options, such as finding ways to allow players to customize the forms, to buff khelds if the devs ever come to the conclusion that they need further buffing.
  4. DS/thermal. Flaming demons FTW!

    Edit: Unbelievably, I just got the name Firefiend on Virtue.
  5. Quote:
    Originally Posted by SwellGuy View Post
    The PvP zone missions give a better completion bonus but the drop rates, etc. are the same as any other door mission. A few years ago they put in a diminishing amount on the completion bonuses if within 30 minutes of each other IIRC.

    I think where there is a real disconnect on the PvP zones is your view of them is more arena like. The devs gave us the arena (Issue 4). Then later that year we got CoV with these PvP zones (Issue 6).

    There is such a mix of PvE and PvP that it seems pretty clear they wanted the zones to feature that mix.

    In Sirens Call you get the PvE critters involved in the control of it which people can join to help their side. This is the ultimate PvP and PvE mix you could get it would seem to me.

    So you may disagree with what the devs did but I think it is because you are placing your view of what the zones ought to be over what their views actually are. It seems pretty clear they wanted these hybrid zones.
    I don't see the relevance of this argument. Here's a translation, as I'm hearing it:

    "Years ago the devs made design choices that didn't realize their intended outcomes, and that led to perverse outcomes. Perverse outcomes occurred because the PvP zones were set up such that some players actively sought to engage in PvP, while others actively sought to avoid it; inconsistency in player objectives led to conflict and anger between players on a regular basis. Even though players routinely question dev decisions about a host of other issues, if it is pointed out that "dev intentions were <fill in the blank> about this specific set of issues, then conversation should stop at that point."

    Which of the following statements do you believe are untrue?

    1. These decisions you're defending were made a long time ago and we can safely conclude that they didn't have their desired effect.
    2. If you put people together who have incompatible objectives, then conflict and anger is a predictable result.

    You could re-frame statement 1 as "These were not the greatest decisions in the history of mankind, so why should they be showed the same reverence as the 10 commandments?" You could re-frame statement 2 as "If you actually want PvP to thrive, why are you so determined to keep a reliable, predictable mechanism for generating discontent in place?"
  6. Quote:
    Originally Posted by Remidi View Post
    Er, not all of them. If I said "if I want PvP I'll go play Call of Duty" it would mean, "And I'm not over there, am I?" There are a lot of CoX players who consider the lack of PvP emphasis in this game a feature, not a bug.

    That being said, I do sympathize with people who want to PvP here. I figure as long as the devs don't introduce anything that makes it pretty much mandatory to PvP, then I'm willing to live and let live. While I don't think the idea of turning RV into the only PvP zone would work, I think the idea of making the zones cross-server has merit. Rather than it be Pinnacle or Freedom or whoever's Bloody Bay, make it all servers' Bloody Bay, and hopefully the population increase will bring more of the activity the PvP community wants.
    If the logistics / infrastructure could be organized to support this, this sounds like a great idea. It doesn't fix all the problems associated with PvP. Still, increasing the level of ease with which PvP opportunities can be found does seem like a helpful step to take.

    With the caveat that those who prefer not to PvP shouldn't be coerced or continually pestered about it, if PvP is easily available and fun for those who want to engage in it, that would be a very good thing.
  7. Quote:
    Originally Posted by Memphis_Bill View Post
    Riiight. Care to point them out? Or, more sepcifically, care to point out the ones *not directly related to PVP in the zones or arenas?* You know, like asking for *broken* things (Stalker placate, for instance) to be fixed? Or is a PVPer asking for things specifically related to issues in PVP to be fixed or altered verboten in your little entitled world?

    The only "PVP suggestion" that would have ANY impact on PVE in any way shape or form that generally comes up is "open world PVP," and that gets shot down by pretty much everyone.
    You're making this more complicated than it is, as well as nastier than it needs to be.

    Some treat the devs' intent or design choices as open to question about issues that they believe should be changed, while at the same time arguing in this thread that the devs' intent and design is the Final Word and Law about PvE rewards in PvP zones*. A little inconsistent, no?

    * even though those choices were made years ago, they obviously didn't have their desired effects, and there have been perverse consequences associated with them.
  8. Quote:
    Originally Posted by Nethergoat View Post
    people whining about having to enter PvP zones for PvP zone rewards will never stop being funny.
    What's even funnier--and also sadder--are those who don't understand that putting together people with objectives that work against each other leads to conflict and frustration.

    You get to enjoy one train wreck after another, straight through life, if you fail to grasp that simple concept.
  9. Quote:
    Originally Posted by OPTICAL_ILLUSION View Post
    Is having 4 PvP zones with minor content too much to ask for and unfair to PvEers?

    What's with all this PvE only content/reward rubbish anyway? A reward is a reward. Accos (diminished in pvp) and shivans and whatever all work in both PvE and PvP right?

    If anyone deserves to be complaining here it should be all the PvPers who have to go through the entire PvE process over and over and over and over and over and over and over and over and over and over and over in order to be able to PvP.

    PvP was changed for PvEers and for "PvP" IO rewards that have PvE bonuses tied to them.

    You PvEers don't have to deal with pvp suppression, heal decay, diminishing returns, mez resistance only, and all your powers and enhancements function normally in your precious little (99% of this game) PvE land.

    There is nothing in PvP that anyone "needs" in PvE to be able to play this game.

    PvP has some major unfixed bugs lingering (along with other major issues) while the Dev team spends more time making animated tails and such.

    Pound for pound PvE gets much more Dev attention.

    Too many spoiled PvEers is the real problem.
    The vast majority of COX players ignore the PvP zones entirely, and never even enter them. The ones who never enter the PvP zones have made their feelings about being in a PvP environment abundantly clear. Of those who enter the PvP zones, many do so only to get rewards for PvE purposes, and being attacked by PvPers is nothing more than a hindrance to them, a potential source of delay and irritation.

    These observations lead me to ask a few questions:

    1. Why should the devs continue to spend large amounts of resources on what amounts to a niche activity, one that has obviously, and repeatedly, been rejected as "not fun" by the vast majority of COX players?

    2. Given that the customer base is pretty much the same now as one year ago, why are all of us still being pestered by PvP contacts repeatedly with every alt we make? Why does the response "I've already said many times that I won't go out on a date with you, so would you stop pestering me already" not elicit an empathetic response from the devs?

    3. Who is it who has the misplaced sense of entitlement here?

    I'll go ahead and answer the 3rd question. The near microscopic, but extremely vocal community engaging in PvP has no business trying to continue to tie access to certain PvE rewards to entering PvP zones, not when about 95% to 98% of the community has voted with their feet on having that kind of experience. If those rewards can in some way add to the fun of those who have repeatedly demonstrated, over the years, that they would rather chew off their own arm than enter a PvP zone, then re-balance the difficulty/risk/reward ratio for those PvE goodies currently available only in PvP zones, as appropriate, and spread the love around.

    On a related point, those who engage in PvP are not the least bit shy about asking for a multitude of changes to the game, regarding a host of issues. And yet, curiously, about the issue being debated in this thread, the intent and design choices of the devs should be regarded as sacrosanct; those who disagree with that line of reasoning are being represented as adopting an a priori illegitimate position because of decisions made years ago, decisions that didn't have the desired effect of making PvP more popular--in fact, I would argue they had the opposite effect--and that promote conflict and ill will between players.
  10. The impasse in this thread mirrors the impasse created in the PvP zones by pitting players with PvE objectives and players with PvP objectives against each other.

    This self-reinforcing circle of mutual frustration will be resolved when the devs finally remove PvE content from the PvP zones, or make PvE rewards currently available only in the PvP zones also available through purely PvE means (rebalancing for difficulty versus the level of reward provided, as appropriate).

    /thread
  11. Quote:
    Originally Posted by Kitsune9tails View Post
    Quick poll:

    If all non-PvP specific badges were moved out of PvP zones, would that...

    1) Help PvP? "Anyone in the zone obviously wants to PvP, so there will be one less thing to whine about."

    2) Hurt PvP? "No new players are coming to PvP zones, because there isn't even the slightest incentive."

    3) Have no effect on PvP? "The hardcore PvPers will always play, and no one else will ever join, regardless, so PvP can't be affected by this."

    And a follow up question:

    - Should the Devs provide any kind of incentive for Non-PVPers to try PvP out, even if it isn't badges?
    Getting PvE rewards out of PvP zones would be most likely to help PvP.

    People who have a frustrating series of experiences at a restaurant at some point just ... stop going to that restaurant. It doesn't matter who or why, after a while. And the current way of setting PvP and PvE players up against each other is an efficient factory for mass producing frustration.

    Incentives focused on PvP are fine, and a good idea.
  12. Quote:
    Originally Posted by SpittingTrashcan View Post
    The prescription is not to players, but to designers. When the design turns fellow players into obstacles to enjoyment (and that applies to both A and B), that is stupid and toxic.
    I've been having exactly the same difficulty getting MB to follow the arguments I've been making, but perhaps this breaks the impasse; this is beautifully expressed.

    The PvP zones currently have the look and feel of some trick used by the producers of a reality TV show that's designed to promote anger and conflict between contestants and crank up the drama and ratings, except that PvP zone design in COX is set in a game that is intended to be played for fun.
  13. Quote:
    Originally Posted by Memphis_Bill View Post
    Then don't go in there.

    I don't tend to find Hamidon raids all that much fun, even with the "shinies" (HOs.) Therefore, I don't go in the hive.

    Don't like PVP? Don't find the risk of being attacked worth the shiny? (Which, if you're complaining, you don't.) Than... don't go into a PVP zone.
    Poor example. HOs are available on the market. You don't need to go into the hive to get them. I'll bet you've bought some over the years, as well, despite not enjoying being in the hive.

    PvP badges and PvP zone temp powers are available in one kind of zone only. There is no alternative way to get these "shinies", that was by design, it induces players who like the shinies but find PvP annoying to enter the PvP zones, which leads to predictable and repeated friction between players who have intentions for being in the PvP zones that are clearly not in synch, and that makes it a poor design decision.

    Here's a two step plan for walking in a circle, as a PvP player. Argue that PvE players shouldn't have the option of acquiring shinies made available in PvP zones in any other way. Lets put aside the doubtful claim that weighing in about how others should or should not be allowed to have fun makes any sense, for a second, and pretend that it does. Then you can complain and claim the moral high ground when those people who you argued shouldn't have other options for obtaining their shinies ... complain because they don't have other, more enjoyable options for getting their shinies.

    Then you get to argue that PvE players who dislike PvP shouldn't have the option of acquiring shinies made available in PvP zones in any way other than by entering PvP zones (we've agreed to pretend you have some business weighing in about that issue, right?). And so on.

    Repeat ad nauseum.
  14. Quote:
    Originally Posted by LiquidX View Post
    And what about those people who LIKE how it is now? What if THEY don't want it to be changed?
    You want the devs to continue to bribe PvE players to offer up their characters as bait to PvPers, even though PvE players by and large would probably rather not do that because ... why?

    How is that enjoyable for you, because that just doesn't compute for me. At all.

    "I'll have fun at the expense of others who were induced to be here for reasons that have absolutely nothing to do with interacting with me, and who won't enjoy it when I do. Wow! How cool! Sign me up!"

    Is that the line of reasoning?
  15. To the PvP players who are having a hard time getting the issue raised by myself, Samuel Tow, and others, consider the following scenario:

    The devs in another game decide its a great idea to require you to scratch your backside at a certain point in time during a certain battle, while a camera records what you're doing. If you do as instructed, you get a Shiny Reward at the end of the battle (a +6 buttscratcher or something). The devs in that other game monitor that camera to ensure that you do as your told, and they withhold the +6 buttscratcher if you don't do as you're told.

    You like the mission, you enjoy the battle, and you like the +6 buttscratcher. But, you hate having to scratch your backside at the prescribed time while a camera films you doing it. It makes you all shy and stuff, its physically uncomfortable, and you don't see why you should have to scratch your private regions while being filmed to get a +6 buttscratcher. You figure that the devs could have come up with another way for you to get the same reward, without requiring you to do something you dislike, and you'd like for the devs to give you the option to do it another way.

    Replace "scratch your private regions while a camera records you doing it" with "enter a PvP zone to get a PvE reward" and you can work out the rest of the analogy from there.

    By the way, if you like PvP, good for you and have at it. But, plenty of players don't and they're not going to like it in the future, either. Setting up in-game experiences where a very large percentage of customers can get some things they like and enjoy parts of the experiences to be had in a given part of the game, but only if they endure stuff they intensely dislike as well is poor design; its a great way to end up with frustrated customers and a steady stream of complaints.

    That is the larger point being made.
  16. Putting PvE rewards in a PvP zone lures in PvE players to get the PvE rewards, leading to irritated PvE players after they get ganked. That's not a difficult concept to follow, and its poor design.

    Recursive complaints about the complaints about <insert whatever you want here> will end after PvE rewards currently available only in PvP zones have been made available in other ways, as well as in PvP zones.
  17. Quote:
    Originally Posted by homunculus View Post
    I'm on my first MM, a Necro/Poison. Not the most effective build, I'll wager but it works for the concept: a black widow who marries, murders, and then raises her spouses from the dead to do her bidding.

    Zombies: First Husband, Second Husband, Third Husband

    Grave Knight: Rich Husband, Famous Husband

    The Lich I'm not sure about yet, but I'm thinking 'Rich and Famous Husband', though I don't know if it will fit.

    Stupid question time: does the Soul Extraction power result in a nameable entity as well?
    The Soul Extraction results in a nameable entity.

    The Lich could be named for his ... performance or stamina, perhaps?
  18. I use the skip function quite regularly to spend a larger share of my time on stuff I find fun. I usually skip the following:

    1. "Fed Ex" missions, especially for PvP contacts (I also dislike the badgering, just as another poster indicated)
    2. Missions with lots of glowies or a lot of rescues to carry out
    3. Find a single mob in huge outdoor maps
    4. Missions that force you to team to successfully complete the objectives
    5. Large scale hunt missions, especially when they take place in another zone
    6. Arcs that I've out-leveled to the point where doing them no longer poses any challenge

    I like the Fir Bolg portal mission and I never skip it. I've never failed it, solo or teamed, because I've worked out how to do it in a reasonably quick manner (go hunt spawns in between when fir bolg are headed for the portal; it shortens the duration of the mission).
  19. ShoeTattoo

    Are we hated?

    I believe the stories I'm reading, on the whole, but I still have trouble relating to them because I've never encountered anything similar.

    I can't help but wonder in what parts of the game MM hate shows up, when it shows up. If it shows up in farms or highly structured TFs/SFs (MoITF, STF, ...), perhaps that could explain it, as I spend no time in farms and little time in the highly structured TFs/SFs. I've never see MM hate in standard "leveling up" content, though.
  20. I could live with everything else in gravity if they would only fix wormhole so it wasn't a low-radius, slow, dangerous power to use. Also, although I love knockback in general in the game, high magnitude AOE knockback in the bread-and-butter AOE control of a control set is more of a bother than a boon.

    Zamuel's suggested fixes would make wormhole more fun and effective to use. It seems to me to be worth a shot.
  21. The new player experience has been a longstanding issue and its crucial for the long run health of the game.

    Builds take careful planning and some advance reading to avoid really bad errors, for new players, and there's no contextual in-game help for new players for such issues. Enhancements are very difficult to figure out for a new player, as well, especially with those deliberately difficult-to-decode enhancement names. You still need to figure out the train system on your own, as no in-game NPCs help you figure out how to move around in Paragon City. Poverty is still built into the early game for the first few characters, as by default you do not earn enough to afford that first round of SOs for each character, before they hit level 22; a built-in default state of poverty is probably a vestigial leftover from the time period during which "struggle=fun" was the dominant design philosophy. The markets *can* be an answer to built-in, initial poverty, but it takes time to learn how to use them to your advantage. And, those attracted to a superhero / supervillain game probably don't design their first character with the expectation that they'll need to sharpen their trading skills to help them buy gear for their characters; that's a significant departure from the game's source material that newcomers are likely to have in their minds, when they start.
  22. The OP has a good point to raise, and it might help EU bring some life back to their servers. It sounds like something worth considering.

    I'm guessing the lives of those living in the US would probably not be considerably shortened, or worsened, by EU players getting a modest increase in the number of character slots made available to them in a computer game.

    Unless, of course, the dreaded "Slot flu" catches hold on both sides of the Atlantic because of this epic change in transatlantic commerce. In that case, tragedy would ensue.
  23. Ice blast is also worth a look, for soloing. Between the slows and holds, and good single target damage, you'll solo very well with ice blast.

    Fire / ice is also very good for balancing damage and survivability, as another poster pointed out.
  24. I've got experience with earth/cold, so some measure of caution is needed about what follows ...

    /cold is a very solid controller secondary and it seems reasonable to believe that it would be a very nice fit with fire control.

    Fire control is potentially very good for crowds, but sometimes the imps have difficulty staying alive against tough single enemies. The buffs on imps (shields, frostworks, and -recharge/slow resistance from arctic fog) and the powerful debuffs (infrigidate, benumb, sleet, heat loss) in /cold make difficult single mobs much easier to take down, and help keep the imps upright and swinging away. Fire control can be a major endurance hog, and heat loss helps greatly for managing that.

    Its hard to go wrong, either way. Storm is very powerful, especially at upper levels.

    If you want to solo AVs at some point, /cold will probably help you more than storm because /cold has a strong -regen power in benumb. In case that matters to you, which it may well not.
  25. I'd have mixed feelings about the idea of a "whip control" set. It could be "Indiana Jones" cool and it is clearly in the source material for the game. Or, a whip in the hands of a scantily clad female, with the chest slider pushed all the way to the right, might resemble a completely different kind of source material that some find on the internet. Whip control animations would need to be done ... carefully to avoid having some interesting video clips uploaded online, with the "COX" descriptor attached.

    I'd be more interested in shadow control, devices control, and dark illusion, ahead of whip control.