SpittingTrashcan

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  1. Quote:
    Originally Posted by Dollhouse View Post
    This is the problem I'm having, as well: post-i13 PvP blows chunks.
    Pre-I13 PvP didn't interest me either. I don't like competing with other people, and one of CoH's big draws for me is that I never had to, because I wasn't missing out on anything by refusing to do so.

    Until now, anyway.

    Now, if PvP IOs had a chance to drop on each PvP death, I might be tempted...
  2. Whether Energize's heal, recharge, and regeneration values will be enhanceable, and to what degree.

    Of course, the devs may have no firm answer to these questions yet.
  3. Bless them all: the MRPers, the Mary Sues, the bad spellers, the fools who know not what they do...

    For without their $15/month, there would be no game for us to play.

    ramen
  4. SpittingTrashcan

    Returning Player

    I would say, looking at that build, that you've overslotted your attacks, and with the wrong goals in mind, while underslotting your defenses - and you're missing a key Invuln power.

    Here's what I'd do, in general terms:
    - Do not slot for damage or recharge. With Shadow Punch and Boxing you already have almost a complete attack chain, and that means you can build Fury quickly. Slot two damage and two endurance reduction in each attack.
    - Slot your protective powers, prioritizing those which give the most benefit. Put three more slots in Unyielding - it's all your exotic resistances.
    - Slot Dull Pain for 3 recharge, because the +HP effect is your only effective resistance to Psi and you want that available as much as possible. As early as you can, put a fourth slot in it and slot four Heal/Rech IOs.
    - Pick up Invincibility at 28. It's a critical power for Invuln, greatly increasing your survivability against non-S/L damage. Contrary to persistent rumors, defense does not inhibit Fury gain - missed attacks against you still give Fury.
    - Dark Consumption is not autohit and has no accuracy bonus - it needs as much accuracy enhancement as your other attacks. When you have the slots, add 3 recharge. But you may not need it at all if you enhance your attacks for more end reduction.
    - Soul Drain is also not autohit, but it does have an accuracy bonus, so one acc SO should be enough. When you have the slots (after you have fully enhanced your protective powers and all your attacks have 4 slots), add 3 recharge. Herd up some enemies using the taunt aura from Invincibility, using the stacking +def to increase your safety, hit Soul Drain, and wreck them.
    - Hurdle makes a better complement to Combat Jumping than Swift: you get a massive bonus to jumping speed, plus excellent air control. Don't bother slotting endredux in Combat Jumping as its end cost is tiny; don't bother slotting endredux in SJ as you will never, ever run it in combat.

    As for your tohit issues, Nerva Spectral Demon Lords have an aura called Chill of the Night which applies a hefty -tohit debuff, and PPD Ghosts' Flashbang Grenade has a whopping -45% debuff to tohit and defense. Against the SDLs, don't stay in melee range - use Combat Jumping to leap away, wait for the debuff to wear off (about 5 seconds), then jump in and quickly hit them before the debuff reapplies. Against PPD, the only remedy is to either wait it out or eat a yellow. Invincibility will help with both, as in addition to its +defense it also offers +tohit for each enemy in melee range. And of course, if you are having trouble on a high difficulty level, lower your difficulty level! It's more efficient to handily beat enemies for lower rewards than to struggle and die against more potentially rewarding enemies.
  5. Quote:
    Originally Posted by Dahjee View Post
    So you're stating that out of 6 control sets, only one offers something different than the the norm... you're saying that because it's not like the other sets... we should try to play it like other sets play and expect the same results?

    I do no think this was an "Ooops!" moment in which the devs just forgot to add AoE soft control to Gravity/. I think it's a mistake to approach the use of D-Shift in the same way you would any of the soft control AoEs you mentioned. When I want those types of controls... I roll the sets that have them in it.
    No, what I am saying is that of 6 control sets, only Gravity is specifically lacking a critical tool until much later in the set's development - and instead gets a slow ST attack power that is inferior to the attacks in the Assault secondaries, and a mass phase that is simply not as useful as any other mass status effect. It's the difference between "good at different things" and "bad". To convince me otherwise, you'd have to show me something useful that Grav can do at that level and the other sets can't - or at least point to something that Grav gets later that makes this early deficit worthwhile.

    It's true that when people want early soft control, they roll something other than Grav. What is it about Grav that would make someone want to choose not to have early soft control? What is the utility of Dimension Shift that balances the utility of these other powers?

    (Incidentally, the history of power design in this game in general and with respect to Grav in particular leads me to believe that the devs have had several "oops" moments...)
  6. Brutes start with 75% of Tanker strength in their protection powers, and about 5/6 of Tanker HP, so for most of the game the Tanker leads the Brute in survivability. However, they have the same caps on protection and HP, so with outside buffs and set bonuses they can reach equality. The Brute will lead the Tanker on damage, as Fury can easily grant 100% to 150% bonus damage and the Brute damage bonus cap is an astounding 750% compared to the Tanker's 300%.

    As to the role of tanking, it's simply not as important in this game as it is in others. Both Brutes and Tankers have the ability to gather aggro on most foes just by attacking; the Tanker can survive more of the resulting punishment, while the Brute will play a larger role in wiping the enemies out with damage. City of Heroes/Villains doesn't have "end game content" as such. Brutes and Tankers are both generally able to do what tanking is necessary in the high level Task/Strike Forces when properly supported, though the Tanker has a good deal more leeway in this regard. But the real lucrative activity (aside from market gaming) is solo farming - taking on, and taking out, as many enemies as possible as fast as possible to maximize reward drop chances. And in this activity, Brutes - with good survivability and excellent AoE damage potential - excel, though a high-damage Tanker can also do well (and certain Controller builds are famous for farming capability).

    Short version: If you want to be the toughest there is, and support a team with aggro management and positioning, but don't care as much about personal damage output, go Tanker. If you want to be pretty tough and a relentless attacker, go Brute. I have both, and I like both, but they aren't interchangeable and shouldn't be thought of as such.
  7. This has been an interesting discussion to watch; I'd say you both have half the truth and are busy beating each other over the head with them.

    The early design for Dominators seemed to go in for having several quick-recharging attacks in the Assault sets so that Domination could be built quickly. However, due to the linking of damage, recharge, and endurance cost, this meant that each individual attack had low damage and so Dominators had a low overall DPA. Also, with so many quick recharging attacks, combined with the active powers in the primary and the singular viability of permadom requiring loads of global recharge, attack chains were quickly saturated with more powers available than could be activated.

    Electric Assault was the first set to be built with relatively slow-recharging, high-damage powers, using the Elec Manip values for dam/end/rech on its melee powers. That combined with Build Up created a set with strikingly high burst damage and DPA. Some complained about the gaps in the early attack chain, but as the characters matured the difference the design made to damage output became obvious.

    The Dominator revamp, in addition to shifting damage out of Domination and into the base AT mod, seems to have reconsidered the design of the other assault sets with the success of Elec in mind. Many powers were slowed down and beefed up, increasing the DPA of a saturated attack chain, but also commensurately increasing endurance consumption and introducing gaps into early attack chains. This is a buff to overall AT performance: the maximum sustained damage output of a mid-to-high level Dominator has definitely gone up (with endurance consumption increasing to a like degree).

    But Elec Assault was changed in a reverse direction - the melee attacks in particular were sped up and their damage was decreased. I'm honestly not sure why this was done, but it's definitely a nerf to Elec performance in the mid to high levels. It's still a solid set with good ST damage and stronger AoE than Energy, though.

    And that's how I see it.

    (Incidentally, looking at average power recharge times across a set is silly. The metric that matters to low-level characters is how easy it is to saturate an attack chain, which is a function of low-level power recharge times; for high level characters, best DPA on a saturated chain is the key performance indicator. This is why some people recommend taking more attacks before SOs, when the best way to increase DPS is to saturate the attack chain; then spec into the attacks you want to keep and make up the difference with enhancements.)
  8. Without going point by point, I will say that Elec/SD can look very impressive on a kitted-out L50 when compared to a low-level anything - but WM/WP will probably be easier to level, as WP provides excellent survivability and endurance mitigation with just SOs. SD trades off survivability and convenience for extra damage, at least until its positional defense can be buttressed by IO set bonuses.

    As for the primaries, Elec has one spectacular PBAoE on a quite long recharge, two other decent AoE attacks (one of which is quite finicky in its mechanics), and some fairly mundane ST attacks; WM has three strong ST attacks, two strong cones, and a decent PBAoE. WM is late-maturing, but ends up with a good balance of ST and AoE.

    That said, if you're just more fired up by Elec/SD, go ahead and roll one. Just be aware that peak performance and leveling performance can be very different.
  9. SpittingTrashcan

    Returning Player

    DM has had some changes since you left, I suspect. Siphon Life and Midnight Grasp are now powerful attacks, and Soul Drain has its damage buff frontloaded to where a single target provides 60% +Dam. Don't bother putting a fourth slot in Stamina unless you plan to slot an IO set, as a fourth SO will add very little to your end recovery. Instead, consider respeccing into more attacks if you're used to hammering away with Shadow Punch and Smite, and slot your attacks with less recharge and more end reducers. This will let you keep up a full attack chain with good Fury generation while consuming less end.

    If you were to provide a full build, more specific advice could be offered. It'd also help to know what you're missing against, and what your hit chances are. There's a real-numbers tracker built into the game now - if you open your Powers window and select Combat Attributes, you'll be able to see and monitor a number of useful stats including recovery, endurance consumption, and last hit chance. Monitor your last hit chance as you fight, and note when it dips below 95%.
  10. And then, once Energy Blast is changed to KD throughout, anyone who slots for KB because they like the feel of the current set will be summarily kicked from any team they join for wasting a slot on an effect nobody likes.*

    Also, SS and Elec Melee and Peacebringers would like to have a word regarding their PBAOE KB powers.

    I'm just saying.

    * Dual builds do, of course, provide a remedy. If you want to make a whole other build just for knockback.
  11. Quote:
    Originally Posted by Dahjee View Post
    It isn't designed to be soft control offered every fight.... why do we try to force it to be?
    Because by that level, every other Dom set does have soft AoE control available at least every other fight.

    Earth: Salt Crystals, Stalagmites
    Fire: Flashfire
    Ice: Ice Slick
    Mind: Mass Hypnosis
    Plant: Spore Burst, Seeds of Confusion

    So yes, Grav has a deficit in AoE soft control which isn't resolved until 26 with Wormhole - and depending on your opinion of the power, not even then.

    Furthermore, Grav could really benefit from a long-duration sleep. Three of the first four Grav powers are single target attacks with hard or soft control. Being able to sleep a group and then go through them one at a time using these attacks would be extremely useful for low-level Grav doms soloing. Later, the Singularity pet can be used to convert sleeps to holds at double the rate. A slept spawn could be partially Wormholed while leaving the rest safely out of the fight. D-Shift would be fantastically better as a sleep.

    But I'm still not convinced that the intangibility effect can just be dropped. I'll be damned if I can think of a time when it's useful, but somebody probably has. Which is why I'm more comfortable with a combination phase/sleep, with the sleep effect enhanceable. Or some other thing.
  12. http://www.redtomax.com/data/powers/...e_Melee.Tremor

    0.67 mag KB is KD. And I've played a /Stone for quite a while - I would have definitely noticed if Tremor was doing KB. If Tremor is doing KB for you, then one of the following must be true: the enemies you are fighting are below your level; they're vulnerable to KB (as, for instance, Clockwork); you have Tremor slotted for KB; you have a set that gives a bonus to KB. By itself, against even cons, Tremor does KD.

    That said, if it were a set bonus, then Fault would also be doing KB:

    http://www.redtomax.com/data/powers/...ne_Melee.Fault

    because it has the same mag 0.67 KB, and anything that would push Tremor up to knockback would do the same to Fault.
  13. I don't remember Tremor doing knockback, only knockdown. Do any of your sets have a +KB bonus?
  14. Siren's Song is a 35.76 second sleep, unenhanced, on a Blaster. It's perma out of the box. However, it does minor damage on hit, so it does aggro, and reapplying it will wake up enemies for a moment before they're re-slept, allowing them to get a salvo off. It's not a Controller/Dominator power, but I thought it was worth bringing up as a long duration area sleep power.

    For Dim Shift, the drawback of the 15 second phase at the beginning would make a total of 40 seconds of sleep, enhanced, not seem terribly unreasonable. Sure, you could use it to solo spawns safely... one... enemy... at... a time...

    TBH, I'm sympathetic to the idea that mass phase just sucks, end of line - but I'm trying to play inside the rules as best we can guess them.
  15. Quote:
    Originally Posted by Weatherby_Goode View Post
    <QR>

    Ball Lightning can slot EndMod IOs, and Efficacy Adapter and Performance Shifter both have Rech/EndRedux pieces.
    Actually, they have Rech/Endmod - which is not quite the same thing!
  16. SpittingTrashcan

    Blaster Balance

    I just thought I'd make a tangential, anecdotal observation based on reading the AT forums:

    - All three of the Holy Trinity ATs (Blasters, Defenders, Tankers) consider themselves to be underperforming.
    - Each one thinks the other two are better off.
    - Each one thinks the other two get more dev love.
    - None of them ever mention that a trinity team is easy mode for 100% of the game's content.
    From level 1 to 50.
    From TOs to purples.
    For newbies and veterans alike.
    Because when they are actually able to leverage their specialization, they are fricking ubar.

    I16 has the biggest buff to Blasters, Defenders, and Tankers that the game has ever seen, and it's called Super SK. The only possible bigger buff would be a server merge and an auto-LFT flag that automatically teams your trinity AT character with the next two complementary AT characters to become available.

    (And by the way, every trinity AT can also solo, albeit at reduced efficiency and/or greater risk. Which is more than you can say for some other games.)

    Tangent over. Carry on!
  17. Stone/Dark is a great build for the terminally lazy. Attack chain? What attack chain? Just put Fault on auto, wander in with OG, CoF, and Death Shroud running and wait for everything to keel over.

    As for the OP, I'd go with everyone else in suggesting frankenslotting your attacks for lots of endredux. Let Rage take care of tohit; let AAO and Fury take care of damage. And I agree that Force Feedback +Rech in Foot Stomp is a party in a can, but it's not something to get all bothered over.
  18. I'm inclined to suggest some kind of Kinetics corruptor. You benefit from their recharge, end recovery, and damage buffs; they benefit from being able to blast away with impunity at mezzed enemies, and add extra AoE damage to the repertoire for maximum spawn-melting goodness.

    But I'm no expert.
  19. I don't know if you're looking for advice, but I have a few points you might want to consider.

    Crushing Impact: I love this set, but as you can see from my build, I'd rather have the Dam/Rech than the Acc/Dam. Between the set +acc bonuses and the tohit buff from Rage, I find I don't need the extra accuracy, and the extra recharge really tightens up my ST attack chain.

    Boxing: Is a perfectly decent attack. I had it as my fourth ST attack until my most recent respec, at which time I decided that since I was going to use Flight anyway, I may as well pick up Air Sup for the superior utility. It has fair DPA and a nice tight cast cycle - it's a pity you can't push it into your build earlier, as it really helps Fury building in the low levels.

    Lightning Reflexes: The buff it gives to flightspeed is quite puny. Unless you plan to spend all your time Hovering, a Runspeed IO might be more useful. And speaking of which:

    Grounded: If you do plan to hover in combat, you might want a -KB IO in this. As Kioshi noted, Grounded doesn't grant KB protection if you're too far away from the ground. Be aware that Foot Stomp won't work if you're in midair either.

    School of Sharks, Arctic Breath, Bile Spray: A nasty three-hit cone combo, but be aware that none of these are particularly fast-animating. All together that's almost ten seconds of rooting - and during that time, if you're lining up the cones for maximum effect, most of your enemies will be immobilized outside your Lightning Field/Foot Stomp/Power Sink radius. Finally, be aware that like Foot Stomp, School of Sharks won't fire if you're not near the ground, and won't hit airborne enemies.

    Stamina: Consider slotting the Performance Shifter +End proc instead of the Endmod/Acc. Over time, the proc averages to a greater endurance gain than the last few percentage points of enhancement in Stamina. Not that it should be a big deal anyway, as you have Power Sink.

    Of course, the most important rule is: if you're enjoying it, it's not wrong.
  20. The patron AoEs are pretty good. I went with Ball Lightning for three reasons:

    1. It does a little extra end drain and recovery debuff, which helps drain out enemies faster.
    2. It's a targeted AoE, so after I surround myself with enemies for Foot Stomp/Power Sink/Lightning Field, I can toss Ball Lightning into the nearest enemy and get a second pseudo-PBAoE instead of having to reposition for a cone.
    3. It has a really fast cast time, especially compared to Bile Spray and Frost Breath (which both use the nearly-three-second vomit animation, IIRC - if you've seen Vahz vomit or Fire Breath, it's that animation).

    That said, School of Sharks, Bile Spray, and Frost Breath are a pretty nasty cone combo, and Sharks does in fact throw wiggly fishes. I have Sharks and Spray on my Crab Spider, mainly because Venom Grenade applies a -40% toxic res debuff and Bile Spray is pure toxic damage.

    As for the Energize change:
    1. I believe that Brutes and Stalkers will be getting Energize.
    2. I believe they will not be getting it at 20, as the devs really really hate power reordering on existing sets (if I understand correctly, because it requires a lot of work on the backend).
    3. I won't be dropping Aid Self, because it's a ridiculously good heal. I might reslot it with just five pieces of Doctored Wounds and no interrupt reducers, if it turns out I no longer need it as a combat heal.
  21. Quote:
    Originally Posted by Kioshi View Post
    Seems pretty solid to me. I just don't understand why you slotted Conserve Power with 2 endred IOs and I also would put a knockback protection on Grounded (so you aren't knocked back while in the air) and I'd also remove the chance to disorient in Ball Lightning and go for a recharge IO in the power. But those are just minor changes I"d make.
    I should have guessed I'd get questions about Conserve Power. I'm working on the assumption that Energize, the heal/regen/endredux power that will be replacing Conserve Power in I16, will be slottable for heal and recharge - so I put four slots in now, so I can throw in four Heal/Rech when the changeover comes. In the meantime, I like having it slightly cheaper so I can use it as a panic button after an unexpected Rage crash.

    I've gone back and forth on the KBprot in Grounded, but I spend most of my time fighting on the ground anyway (Foot Stomp!) so I'm not sure it'd be worthwhile. If I find myself getting flipped midair a lot, I might reconsider.

    What I'd really like in Ball Lightning is an end/rech (good God do targeted AoE sets suck!); if I take out the stun proc, I'll probably throw in an endmod/endredux. Given that I tend to have a lot of targets for Foot Stomp and so the Force Feedback proc almost always fires, my AoE chain tends to be Ball Lightning, Power Sink, Foot Stomp, Aid Self while Lightning Field chews on whatever's left, and if anything is still alive either Foot Stomp or Ball Lightning again, or ST attacks as needed. Cages isn't even on the tray as it'd screw up the KD from Foot Stomp - I might replace it with the ST Mu attack if I can find a nice set to put in it.
  22. And this is her build. Apologies in advance for lack of Mids - I lack a computer that can run it (unless it runs under Linux now).

    01 => Charged Armor
    Titanium Coating Res
    Titanium Coating Res/End
    Titanium Coating Res/End/Rech
    Aegis Res/End

    01 => Punch
    Crushing Impact Acc/Dam/End
    Crushing Impact Dam/End/Rech
    Crushing Impact Acc/Dam/Rech
    Crushing Impact Dam/End
    Crushing Impact Dam/Rech

    02 => Haymaker
    Crushing Impact Acc/Dam/End
    Crushing Impact Dam/End/Rech
    Crushing Impact Acc/Dam/Rech
    Crushing Impact Dam/End
    Crushing Impact Dam/Rech

    04 => Conductive Shield
    Titanium Coating Res
    Titanium Coating Res/End
    Titanium Coating Res/End/Rech
    Aegis Res/End

    06 => Air Superiority
    Crushing Impact Acc/Dam/End
    Crushing Impact Dam/End/Rech
    Crushing Impact Acc/Dam/Rech
    Crushing Impact Dam/End
    Crushing Impact Dam/Rech

    08 => Knockout Blow
    Crushing Impact Acc/Dam/End
    Crushing Impact Dam/End/Rech
    Crushing Impact Acc/Dam/Rech
    Crushing Impact Dam/End
    Crushing Impact Dam/Rech

    10 => Static Shield
    Titanium Coating Res
    Titanium Coating Res/End
    Titanium Coating Res/End/Rech
    Aegis Res/End

    12 => Hasten
    IO Rech
    IO Rech
    IO Rech

    14 => Fly
    IO Flyspeed

    16 => Grounded
    Aegis Psi/Mez

    18 => Rage
    Gaussian's Synchronized Fire Control Tohit/Rech
    Gaussian's Synchronized Fire Control Tohit/End/Rech
    Adjusted Targeting Tohit/Rech
    Adjusted Targeting Tohit/End/Rech

    20 => Lightning Reflexes
    IO Runspeed

    22 => Lightning Field
    Efficacy Adaptor Endmod
    Efficacy Adaptor Endmod/End
    Efficacy Adaptor Endmod/Acc
    Scirocco's Dervish Acc/Dam/End
    Scirocco's Dervish Dam/End
    Multi-Strike Dam/End

    24 => Aid Other
    IO Heal

    26 => Aid Self
    IO Interrupt
    IO Interrupt
    Doctored Wounds Heal/End/Rech
    Numina's Convalescence Heal/End/Rech
    Miracle Heal/End/Rech
    Harmonized Healing Heal/End/Rech

    28 => Conserve Power
    IO Rech
    IO Rech
    IO End
    IO End

    30 => Kick
    IO Acc

    32 => Foot Stomp
    Multi-Strike Acc/Dam/End
    Multi-Strike Dam/End/Rech
    Obliteration Acc/Dam/Rech
    Fury of the Gladiator Dam/End/Rech
    Multi-Strike Dam/End
    Force Feedback Proc +Rech

    35 => Power Sink
    Efficacy Adaptor Endmod/End
    Efficacy Adaptor Endmod/Rech
    Efficacy Adaptor Endmod/Rech/Acc
    Performance Shifter Endmod/Rech
    Performance Shifter Endmod/Rech/Acc
    Performance Shifter Rech/Acc

    38 => Tough
    Titanium Coating Res
    Titanium Coating Res/End
    Titanium Coating Res/End/Rech
    Aegis Res/End

    41 => Power Surge
    Titanium Coating Res/Rech
    Aegis Res/Rech
    Impervium Armor Res/Rech
    Reactive Armor Res/Rech

    44 => Electrifying Fences
    Trap of the Hunter Acc/Rech
    Trap of the Hunter Acc/Immob/Rech
    Trap of the Hunter Acc/End
    Trap of the Hunter Acc/Immob

    47 => Ball Lightning
    Positron's Blast Acc/Dam/End
    Positron's Blast Acc/Dam
    Positron's Blast Dam/End
    Positron's Blast Dam/Rech
    Positron's Blast Proc Energy Damage
    Energy Manipulator Proc Disorient

    49 => Super Speed
    IO Runspeed

    01 => Sprint
    IO Runspeed

    01 => Brawl
    IO Acc

    02 => Rest
    IO Rech

    Now, to reiterate: I like my brute, and I like this build. I like the high offensive power, the high recharge speed, the mitigation via endurance drain, and yes, I like the lack of Fitness - I enjoy active endurance management via maximizing Power Sink and judiciously applying Conserve Power. That said, I expect we have a freespec coming with I16, and I was wondering if there are any low-hanging fruit in terms of set bonuses or optimizations that could be applied without diminishing any of the above. (Short of a liberal salting of purples and HOs, of course - I'm not made of money, nor do I wish to do the things that would make me so.)

    But mostly, I'm just pleased as punch about this build and looking to share my happiness with the world.
  23. It's hard to see how this:
    Quote:
    It can be quantified to around an average +11% boost in solo performance
    can be read as this:
    Quote:
    All my dominators currently do 11% less damage than they did prebuff.
    You might want to re-read the thread you are citing.
  24. I would argue that Defenders' superior multipliers applied to support powers would present a strong argument for their being the original intended superior support AT. It's easy to see in hindsight how things actually shook out, but then we have the benefit of hindsight that the original developers most definitely did not. How long did it take, after all, for people to realize just how important DPA is?

    DPE normalization is something I could most definitely get behind. It'd have to take into account more than just the straight AT damage mod, though, or ATs with an inherent that increases damage (I am looking particularly at Brutes, Controllers, and Masterminds!) would get a wholly unwarranted buff.
  25. SpittingTrashcan

    City of Rewards

    Quote:
    Originally Posted by Pyromantic View Post
    [...] if it starts to get to the point where I'm sick of it but feel I can generate a lot more rewards doing it than anything else in the game then there is a real problem.
    This. When a game offers a choice between boredom and envy, that's a design issue - and I think it's one that farming supporters may not understand. After all, they enjoy doing the things that maximize reward, and lots of other people are doing them too, so they must enjoy it as well, right? Not necessarily, sad to say.

    It's also worth emphasizing that normalizing challenge to reward ratios is not the same as normalizing time to reward ratios.