SinisterDirge

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  1. If it is an ncsoft game time card, then it should work on any of the games under the ncsoft umbrella.

    If it is a specific aion card, it may only work for aion. Could always email customer support to make sure.
  2. I am concerned that you don't actually recommend alcohol for this game. At least that way you will eventually stop being able to read the boards entirely because the screen won't stop moving long enough to read a post.

    With these rules, it should take about 20 minutes.

    Also,

    Quote:
    4. Quotes a lengthy post in its entirety only to then say "signed", "QFT", "me too", LOL, etc., or responds with anything less than a complete sentence.
    **Take one drink per picture if all they're quoting is images
    If a picture is worth one thousand words... How many drinks should that really be?
  3. No good deed goes unpunished. Thanks for organizing and running these events community team.
  4. Quote:
    Originally Posted by JayboH View Post
    Compared to what?
    I don't play emp because it is completely useless to me solo. I don't always have time, or the attention span(kids) to be a completely reliable team member. Therefore I build my toons to be able to solo. There is more to it than that, but that will have to suffice.

    My support toons tend to be debuffers. Mostly because the same powers I use solo tend to be effective while teamed as well, and I don't need to adjust my play style severely in order to achieve that effectiveness.

    So until I can self target, there will be at least one less buffer in the game.
  5. Quote:
    Originally Posted by Thirty-Seven View Post
    First, thanks for that. I appreciate the sentiment.

    Second, I was merely pointing out my view on the subject. This discussion is a very interesting one, and one I started with little intent on commenting on individual posts specifically because I wanted it to be a discussion, not a "prove to me what it is" thread. I hope my comment didn't diffuse that great trend that was going here.
    I don't think you need to worry about that. You were possibly baited anyway. A toon is a tool, only as usefull as the person behind it. He may as well have asked if hammers are skilled.

    Quote:
    I have to admit that PLing/farming is a place where I have a heavy bias. Something about the entire practice rubs me the wrong way, but that is a discussion for a different thread. What I said, was geared specifically toward that comment, even though the wording may have made it seem otherwise. I will also state that though I have very strong opinions on pretty much everything, I am also malleable when presented evidence, and I have seen players who farm/PL a lot suck... I have seen them be awesome and I have seen them be total and complete jerkwads. That is no different than any other playstyle in the game: it takes all kinds.
    That is where the nod of respect comes in.


    Quote:
    Thanks for going to bat for me, ol' buddy, but I did indeed mean the PLer him/herself. I, personally, don't recognize that as skill in and of itself. Pretty much anyone can copy a build from the forums and kludge their way into PLing themselves or others. Nothing about that demands skill. Skill makes it far easier to do, faster, and safer. Skill can transform that "kludge" into something other people would gladly pay to help them. At that point, it is probably rankable as a part of player skill.

    What I was specifically referring to was how PLing in and of itself is no indicator of skill, and certainly isn't anything that others should take note of. IMO of course.
    Alternately I have met terribly unskilled players who couldn't build a toon to save their lives or tell right from left, yet they were awesome teammates because they brought fun to the team.

    Point being a good teammate does not mean a skilled player. I know you already know that, but just thought it worth mentioning.
  6. Quote:
    Originally Posted by Thirty-Seven View Post
    I think that type of "skill" is one that isn't representative at all of the type of skill someone can bring to bear in a teaming situation... which is really the only place "skill" matters, at least to me.

    As such, if you want to loosely define skill so that PLing "effectively" is a skill, it surely isn't one anyone else should care about.
    I want to preface this by saying I respect you as a player, and as a poster here. I am not trying to attack you at all.

    I think the quoted point of view is very exclusionary. You didn't ask what makes a good teammate. You also didn't ask everyone to guess what Thirty-Seven thinks skill is.

    Someone who only door sits and absorbs xp is clearly not using any skill, but the one defeating the spawns set for much higher than average are. Even if it boils only down to smart inspiration usage.

    It is no different than someone who takes 6+ hours to solo an AV. If you can't see how that persons tenacity alone, nevermind their reaction speed, situational awareness and ability to adapt on the fly could help out a team even if the feat itself is arguably useless in a teaming environment that is your loss.

    I will close by saying that some of the most skilled players I know farm/power level. They don't just farm and pl. They lead very successful leagues and task forces. They also have the patience to teach what they have learned about the game to others. You shouldn't discount their skill just because they do something you are biased against.
  7. One who can leverage their characters strengths to exploit the games mechanics.

    Not exploit as a dirty word mind you.

    There is a difference between skilled players and good players. Of course one can be both, but you don't always find both qualities in an individual.
  8. Quote:
    Originally Posted by TwoHeadedBoy View Post
    1.) Cut endurance costs on all powers before level 20 by 50%.

    I'm not saying that the endurance costs of the actual powers should be increased that drastically, just that all characters below level 20 should be granted a 50% global endurance cost reduction on every power they use.

    There's nothing fun about having to use rest every third or fourth group because your endurance is running out, and with hardly any inspiration slots to speak of at that point, pre-buying blues isn't an option- Not to mention most new players wouldn't even think that far ahead.
    Try these options.

    P.S. I was a new player once, I figured it out. Am pretty sure you were new at one point too... Also, I find that championing the new player while deriding those with less ability are quite contrasting points of view.

    Quote:
    2.) Cut the endurance cost in half, and remove the animation penalty from all powers that miss.

    There's nothing sillier than watching a low level character use Shadow Maul, have them know that they missed already, and then just keep punching. This is another part of the game that's just frustrating, and not fun or engaging in any way. I can't see it having a positive effect on any new players.
    Sure, remove the animation. However, since you are apparently looking for something that is a more true representation of life, the endurance should cost more, and there should be a defence debuff.

    When you miss, you still excert at least the same amount of energy, yet need to spend more in order to compensate for the miss. Often that same compensation leaves one open to counterattack.

    Quote:
    3.) Make the mez and debuff systems more reasonable.

    I believe that all mezzes and debuffs should be able to be actively removed- My personal choice would be an intuitive pop up text that states exactly what debuff/mez you are afflicted by, and allows you to press a random key or sequence of keys in order to break the negative effect on your character.

    This would mean that there would be no more "perma held" situations- If there's nothing you can do about a mez but click a break free, it's not challenging. It's not fun. It just comes down to a random generator that in no way reflects player skill or character ability.

    The same thing applies to massive stacked debuffs- If you're fighting enemies with a lot of -tohit and you don't have Aim, or 20 yellows sitting in your tray, you can't hit your enemies. Forget all the global accuracy slotting you have, forget trying to fight through it. Once the game decides you can't hit your enemies, you just lose. This works in reverse too via defense debuffs.

    The point is that this is a very dated and unintelligent aspect of the game. It's not fun or challenging to be told that you can't do anything, better luck next time, you lose. An active mez/debuff removal system is necessary in order to keep the game challenging while rewarding player skill and character strength.
    No. I am sure that this will make me one of those you deride, however, there is enough **** happening on the screen these days, no need to add a sequence of buttons to press in order to drop my mez.

    Quote:
    4.) No more unresistable, indefensible damage.

    We have exotic damage types for a reason- Toxic and Psionic damage should be doing plenty for Dev's to have options to design challenging content. If you think everything you can think of is too easy, that doesn't give you license to stop being creative and start cheating. It's not fun to build a high end Tank, only to have it trivialized by a type of damage that doesn't even exist in the game for players. This goes for defense too- No more "unpositioned non-existent-because it's-special" attacks.

    If I have 45% defense to melee, ranged and AOE attacks, I don't care if the attack is Psionic, Lethal or Gubbly-Gobbly-Marauder-Chugged-A-Beer. I don't expect it to have more than a 5% chance to hit me. It's just illogical, and it goes against everything that we've learned by playing the game. No attack from an NPC should be indefensible. That's not intuitive or challenging, it's just a cheap trick.

    When explaining how defense and resistance works to new players, should I be saying, "Building defense is awesome! Until you get attacked 3 times, and all your defense is gone!" Or, "Tanks are really survivable, they can protect their team by being on the front lines! Until a damage type that doesn't exist one shots them!" Or, "This Scrapper will do awesome damage! Until he gets hit with a certain kind of power that makes it so he can't even HIT anything, and then he'll just die!"

    None of these things are good. Please fix them.
    It's a direct consequence of how powerfull we have become. However, maybe if there weren't so many patches and crap that I need to look out for, I could pay attention enough to pick out a sequence of buttons I need to push in order to drop mez.

    Since they are all easily avoided though, I have to admit I am confused as to why these mechanics are too much a pain to avoid, yet you want to make things more complicated for dropping mez.

    It's not like the tank has to drop aggro entirely in order to avoid a nova fist or anything... They can still tank the big bad for the 5 seconds he is not in melee right up its ***.

    If they were completely unavoidable, I could maybe see your point of view.
  9. I met him back in the first couple issues I think with him on his blaster. Always great to team with, or even just to shoot the **** with. My condolences to his family and friends.

    Bad year for heroes it seems.
  10. Quote:
    Originally Posted by plainguy View Post
    Thank you SinisterDirge

    He made it clear I didn't have to, but I felt I should.

    Thanks again.
    You are welcome.
  11. I think they are perfect. The hair is enough for me to stop and fireball them to the face.
  12. Yeah, I guess the purple procs will make a bit more of a difference, I would still rather have traps version.

    In the end, everyone seems to be agreement that poison needs work. It is not often I see that on the boards.
  13. Quote:
    Originally Posted by Tater Todd View Post
    Well the Traps Version is good for -Regen and holding foes.

    The Poison version does -Recov and hold foes.

    So I guess it depends on what you want out of your toon..but if you were going /poison you should of known what you were getting into anyway lol.

    The Poison version is excellent for Farming since you can easily stack them. ( The Traps version is 90 seconds and the Poison version is 60 seconds.)

    Both last for roughly 30 seconds I believe and I think it has a chance to proc 3 times so with procs you can add extra -Resistance from the Fury of the Glad proc and multiple purple procs.

    To each their own though . I have my one poison toon and let me tell you one is enough lol.
    Well, as I pm'ed Goat last night there are 4 damage procs available in the hold sets, plus the lockdown proc which is a no brainer. That gives poison a single proc advantage over traps. Yes you can slot the -res proc there, but poison has no shortage of -res as it is.

    I agree that it is nice to be able to stack poisons pgt, as opposed to just having permanent pgt with traps.

    I will say that I always value -regen over -recovery.

    I don't understand why they are different to begin with.
  14. Quote:
    Originally Posted by Nethergoat View Post
    As a set I much prefer /traps to /poison.

    I'm not addressing the larger comparison between sets, just making the point that if IO slotting flexibility improves poison's Trap beyond what you can do with the same power in Traps, that makes it a better power.
    I haven't done the math, so I may be way off base, but I prefer the massive and permable regen debuff and a couple procs going off to a massive recovery debuff(I assume it is permable, but don't have access to mids atm) and a few procs going off...

    Again, I could be wrong, but I don't feel like poison has that much a leg up here...
  15. Quote:
    Originally Posted by Nethergoat View Post
    If all it takes to improve the power is throw some of my play money at it, then yeah that's just plain better.
    To each his own. I would rather throw that play money at a traps toon.
  16. Quote:
    Originally Posted by Tater Todd View Post
    Actually the Poison version of Poison Trap is better than Traps version.

    In Traps version you can only slot The Hold Procs.

    In the Poison Version you can slot End Mod Procs, Hold Procs, PBaoe Dmg Procs, The ATO Proc and the Overwhelming Force Proc.

    So in all the poison version is better. Other than That Traps wins by default.

    /Poison Trap is amazing on a /Poison toon though...it just kills EVERYTHING.
    So only better if you want to proc it out. Other than that, traps version is better? Is it just me, or is that not really better?
  17. Quote:
    Originally Posted by Sailboat View Post
    Granite Tanker.
    This. Mine is resist capped vrs all types but toxic and def softcapped to s/l/e/ne

    Of course, that means you are in granite.

    With the +resist ato for tankers, and the upcoming changes to resist set bonuses, I am pretty sure a few more tanker sets will be able to cap exotic to their sets resists.
  18. Quote:
    Originally Posted by Eldorado View Post
    Veering wildly out of "pulling" and into Taunt mechanics, but I thought that a Taunt IO would be more useful for taunting a villain off a fellow player.

    But that gets into the whole "Threat" mechanic, and the entire "Attacks made after the Taunt is applied have their Threat multiplied by 1,000 * Duration (where Duration is the duration of the Taunt effect)" formula. http://boards.cityofheroes.com/showthread.php?t=293421

    But for all of that to work out, you gotta hit 'em with the Taunt first.
    That is my understanding. Was just saying that for pulling purposes, all you need is a hit heck to get the mob to notice you and act accordingly.

    Personally, I prefer to pull with fireball but ymmv.
  19. What x the **** squared.

    For all those Mayan Christians out there?

    No thanks, sounds like something you should role play.

    Edit: Sorry. That may be a bit harsh. Why would you choose the end of the Mayan calander for a Christian fable event though? I am not against any belief system, but keep them out of the game please. Too much possibility for buthurtidity.
  20. Quote:
    Originally Posted by Eldorado View Post
    I was gong to say "you need a very, very high accuracy in Teleport Foe to pull bosses and such," but I didn't know that the Presence pool Confront also takes accuracy enhancements -- so I'm guessing they work the same way. That's the nice thing about scrapper/brute primary and tank secondary Taunt powers -- they're auto-hit!
    Actually, you are right. I should have made that distinction. I am pretty sure for pulling purposes, you don't need any accuracy for confront. If I remember correctly, as long as it makes a to hit check, it is effectively pulled. You might want to slot some accuracy if actually planing to use the taunt aspect to pull a mob off a player though, and as stated, enjoy it while you can.
  21. Unlike tohit built on top of defence, where the mob will still have 5% chance to hit, -damage can be built on top of resistances to effectively bring a toon beyond the resistance cap. Say a sonic/dp(chem rounds) defender paired with a resistance capped stone tank... The effective resistance for the tank could be brought to up 99% resistance.

    Against how many mobs and how consistantly though? I am unsure. I never did get around to building the toon. If I remember correctly though, it was theoretically possible for me to get upwards of 50% resistance on top of softcaped defence. Will have to take another look at it, especially considering the resistance bonus changes. Also, considering how hard it is to kill a resistance capped tank, beyond ***** and giggles there really is no reason to do it.

    The nice thing about sonic is that it does -resistance as well, so your -dmg is even more effective.
  22. Quote:
    Originally Posted by Maudy View Post
    Playing around with my new elec/elec blaster. Fun.

    How do Challenge and Teleport Foe compare tactically as single-target pulls?
    You need a very, very high accuracy to pull bosses and such.

    Also, in my experience(though it has been awhile) often the rest of the spawn will follow the yoinked mob.

    Challenge is IMO, a much more controllable pull.
  23. Quote:
    Originally Posted by Aett_Thorn View Post
    I would imagine that if Traps was ported to Controllers, you'd see a few changes to the set. Most of the debuff powers would be fine, I think (though you'd have all of the various pseuo-pet issues with some of them). But on an AT that can completely shut down a spawn, the two bomb powers might be a bit OP.
    Cough*tornado, lightning storm.*cough.
  24. Good to see this train wreck is still burning. Stay golden.