TehHippeh

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  1. Quote:
    Originally Posted by Xury2 View Post
    Still very true today. A damage bonus of 20 to 25% will not get DR'd much at all. Adding in Build up might slightly diminish it, and adding aim on top of that will diminish the Aim bonus.

    And +Resist bonuses also resist -damage debuffs. I'm sure someone can explain the reason as I admit I completely forgot why it was programed like that.
    I will be saying this simplistically, but DR is applied to the ending value of whatever stat you are monitoring. So, if you have +resist and are getting hit with -res debuffs, the effect could end up being a wash as far as the DR formula is concerned.

    Stupid example: 40 base res + 20 res shield -20 res debuff = 40 * (DR overly complicated formula)

    So, if you are faced with debuffers, buffs are more valuable than not. But I am not sure you could ever say you ever get the "full" benefit.
  2. TehHippeh

    i17 open beta

    Quote:
    Originally Posted by VoodooCompany View Post
    Except, and I don't know if anyone has stated as such, it isn't clear when that time starts: Soon as the command is made or has it been accumulating all this time/X time ago?

    If it starts with the I17/command put into play, 30+ days (and especially even longer) is really pointless to clear out long-inactive accounts from channels. 7 days is, IMO, plenty and then it can be changed to some higher value. The default, IMO, really should be 0 though.

    Having it being changed by *any* OP willynilly is laughable, and where all this paranoia is coming from. I have a feeling it'll be changed at release, or right after release to something else.

    Also, I'll make it clear, I have zero stake in the matter either way. I'll enjoy the show however it takes place.
    Sadly I did not see any conclusive evidence one way or the other on if the change is retroactive. I suppose the best test would be for the devs to set it on the "Beta testers" channel and see how many people get dropped.

    It looks like the default is "0" in the sense that someone does have to use the command to have any kind of limit. At least then people won't have to have a limit if they don't want one.

    My personal favorite example in that thread is: "What if someone gets up to pee and in the interim their evil brother goes and makes all sorts of channel changes!?!"

    One of the most requested features I have seen for a while is a way to remove inactive users from channels. Now that we have it, it is horribly broken and a griefer's paradise!!!11!

    More interesting in the thread, though, is that there does seem to be a slash command to remove offline accounts from global channels. Sadly, that command was not shared.

    http://boards.cityofheroes.com/showt...=217949&page=5
  3. TehHippeh

    i17 open beta

    Quote:
    Originally Posted by Elegost View Post
    right... minimum of 7 days. You wouldn't want the channel to kick people in 1 to 6 days, would you? That would be retarded. I think the anger is coming from stupidity, personally.
    I did not endorse the angst I am hoping that is a rhetorcial question.

    The scenarios people are coming up with are somewhat comical IMO - like there are Chat special forces just waiting to take over your channel if you let your guard down for an instant.
  4. Quote:
    Originally Posted by Grey Pilgrim View Post
    If you look in the upper righthand corner, there is a button for setting the numbers displayed to either PvE or PvP. The changes can be pretty dramatic (you only get 2-3 seconds of mez from a hold in PvP, for instance, when those are usually 10+ seconds in PvE), so make sure you have the right one selected for what you want to do.

    And enjoy... playing with builds in Mid's is like a fun mini-game in itself... at least to me.
    As a word of caution on this, the PVP number displays do not take into account DR. You will get the base PVP numbers, but not what you would actually have if you stepped into a PVP map with DR enabled.
  5. TehHippeh

    i17 open beta

    Quote:
    Originally Posted by Grey Pilgrim View Post
    Why are people angsty about the new channel options? Or is it something else? Feel free to linky me if you wish, but I didn't find it in a quick scan.
    The discussion I saw was in the latest open beta patch note thread.

    The angst seemed to be over the minimum days of 7, which is shorter than a vacation, which may lead to griefing/channel takeovers/a variety of other Bad(tm) things.
  6. TehHippeh

    i17 open beta

    Quote:
    Originally Posted by Zamuel View Post
    No but I think it has moderately decent accuracy. However, a few players mentioned they just stayed in melee the whole time rather than dodging in and out.

    In response to Hippeh, he did seem more vulnerable to KB after being sapped (I think it's an actual shield and not an auto power) so it is entirely possible I was "doing it wrong".
    Nah, I hope I did not imply that. Like I said, I have no idea if transference was what allowed me to get him low enough for me to keep his end empty via short circuit and ball lightning.

    Another thing I did not think of: If his power had recharge, siphon speed spared me a good amount.

    You know, take back what I said :O
  7. Quote:
    Originally Posted by Dispari View Post
    You're going to need to read the thread a few more times then.

    Many other good points snipped
    Don't you dare take away his broad brush! How will he get his conclusions painted so quickly if he cannot use his broad brush! If he can't use his broad brush, he may have to admit the devs put out a bad patch instead of calling everyone who dislikes it a cheater!

    Seriously, if what you just cited has no effect on his opinion, he better ask someone to cut an airhole in that box his head is shoved in.
  8. Quote:
    Originally Posted by _Flux_ View Post
    Since this is university, I would like to request a kind of introductory primer of the ATs. If our professors could voice their opinions on what the relative strengths of the various ATs (blue and red) are in PvP, I think that would help to set certain expectations.
    IMO, support toons' effectiveness really depends on which PVP options you have turned on - meaning it really pays to think about how much zone versus arena you may be doing.

    With DR on, ally buffs can be reduced to really trivial usefulness. For example, resist ally shields may end up giving only 3-5% if your target is a squishy running their ancillary shield option. The same can go for the defense shields if the ally has slotted for defense.

    I guess this is a good time to digress a bit - unless it changed, DR works on a "per power" basis, which means that the enhancements in the power itself contribute to the point where DR kicks in. For example, assault may not add all that much to your +damage if you have your attacks slotted to the ED cap. It's not just set bonuses or global values that are diminished.

    With Travel suppression on, +movement buffs tend to become minimally useful. Between all the attacking and getting attacked, speed boost and IR do not have much of a chance to help out. With TS off they can be more useful, but I think most PVP builds are already at the movement caps. The buffs do help against slows, though.

    DR is kept on even in the PVP league, IIRC - with no DR and the base resists granted as part of the I13 changes, everyone would be at the resist cap to all damage types. Looking at Mac's "standard lineup," you only see Emps as standard support, and they are there for the heals and (maybe) perception I would wager. I have to say I am surprised to see a rad there...my pea brain thinks the debuffing would be tough to keep up given the new mez mechanics, but maybe the rad debuffs just need to be in place for the couple seconds of spiking.

    For emps/therms, heal decay on or off will affect how many people you can keep alive/assist. Zones it is always on, but I think most arena matches turn it off - not sure what Vic will do for Fight Nights.

    The changes are one of the main reasons my PVP enthusiasm waned when I13 hit. Of my PVP viable/decent toons, and the ones I was leveling just for PVP, pretty much all of them were team support. I would have had to "start over" and roll all new characters, and I just didn't have it in me. What I should have done instead of giving up is used the AE exploits to get me those toons, but instead I got jaded...ah, c'est la vis.


    I am sure I missed some things, so I will let the smart people talk now
  9. TehHippeh

    i17 open beta

    Quote:
    Originally Posted by Grey Pilgrim View Post
    Hmmmm, yeah, hopefully they'll have options to turn things on or off with that. Not sure how it is now, but you would have thought they would do this in the first place... you're oftentimes just interested in one particular recipe (or two) that you have in your inventory, but there are some others you are holding on to or are planning on selling.
    I can see how it happened, but I am surprised they didn't think of it. They made the "memorized" section a tab like any other inventory, and the search treats it like you actually have it on hand
  10. TehHippeh

    i17 open beta

    Quote:
    Originally Posted by Zamuel View Post
    No no no...you CAN flashback. The problem is that my blaster is elec/elec and generally does better when I blap than when I play full ranged. Protean has a melee AoE the heals him by draining your end. I like it since it forces you to be aware instead of just mashing an attack chain but since the flashback caps at lvl 29 it really shuts her down since I don't have access to Power Sink. You can't invite people mid-flashback/TF and I can't solo him so I'm screwed despite enjoying the encounter. I can get close and I can almost sap him but it's not enough. I noticed an intriguing safe spot among the flames that are trying to kill you that I may need to experiment with.
    Hmmm. I will have to play that again on my elec defender. I managed to drain him and stop him from using that power more than once - but not sure if it was transference that did it or Short Circuit. It may be possible to stock up on the purps until you get his end bottomed out, then be able to blap away. I did also kite him, which sounds less desirable for you.
  11. For you folks doing the more high-end stuff, I have a question on spiking.

    With the change to phase, does the standard group of spikers have one person who flips on phase after the initial attack? Since you can now attack phased targets, I have been curious if attackers would try to leverage that and finish people off before they could use a green/get away.
  12. Quote:
    Originally Posted by macskull View Post
    The main reason movement slows are largely worthless is because they removed the -maxrunspeed attributes (probably because they felt slows were too powerful, and because they would've caused massive issues when combined with the -maxrunspeed in travel suppression). If you stack enough slow, you can still slow someone to pre-I13 levels, but the number of builds which are able to do this is very small.
    Thanks for the explanation. I have to admit I missed that detail. Probably because of the tears in my eyes related to my kins.
  13. TehHippeh

    i17 open beta

    Quote:
    Originally Posted by Grey Pilgrim View Post
    I'm not much of a beta tester... it takes me long enough to get things done on Live. Things sound good, though. The auction improvements sound great... you'll be able to know what salvage you need ASAP with the new features, which was always annoying for me (though does it let you know if more than one recipe needs that same salvage)?

    Anyone run the new versions of the Posi TF? I'm curious to know how those are/what they are like.
    Hopefully they get this fixed, but at the moment, that prompt for salvage kicks in for your memorized recipes. In other words, it's a pain in the *** for badge/crafting toons.
  14. Quote:
    Originally Posted by Xury2 View Post
    Oh you don't lose regen bonuses, like from IO's, fast healing, or Integreation. You lose your base regen, like from starting regen. It's still a sizable chunk. Regen is still king of scrapper pvp, regardless.
    Yeah, the -regen of the base amount is part of the "suppression" temp power you get applied to you. When you are suppressed, you get this power applied to you - and that is also why slows do not work the same way. IIRC, this power sets your travel speeds, so while it is applied, you can't be movement slowed to a lower amount.

    It maybe changed since then, but that's how I remembering it work in the I13 beta - frankly, I have not played a lot of anything since those changes except arena - with suppression OFF.
  15. Quote:
    Originally Posted by je_saist View Post
    Question. Why did you make maps that could be exploited to begin with. Shut up.

    Sister Twelve: same goes for you. Shut up. You aren't gaining any sympathy, and at this point you've managed to get people un-involved with this whole mess willing to step in and tell you it's time to close your mouth.
    Many of my arcs have captive rescues in them. Shame on me for using such a blatant exploit.

    Really, if you don't bother to read the objections people have, and just wish to label everyone who is affected some kind of dirty cheat, please bow out of the thread.

    You ever played any of his arcs. Nary a funky mechanic to be found. And that has been at least half the complaints in this thread - it affects "legit" arcs as much as, if not more than, the exploit arcs.
  16. Quote:
    Originally Posted by FredrikSvanberg View Post
    Didn't look like AP was talking to you when she said that. Looked like she was talking to exploiters. If we start fighting among ourselves over this non-issue, the exploiters have already won.
    And if you write off legitimate concerns as a "non-issue" you just may get them fighting among themselves more.

    Seriously, there is at least one issue here. Maybe not the intent, but certainly the execution. Either that or the execution was fine but the patch note was horribly written. But that is still an issue.
  17. Quote:
    Originally Posted by Predatoric View Post
    They pretty much have to nowadays since theres next to no teaming outside of it thanks to AE.

    Thats not the only person thats left because of AE, it pretty much killed EU I found. My entire SG left within a month of its release and havent been back since. Even myself, if it doesnt get sorted properly soon i wont be staying either.

    Just because farmers love it, doesnt mean the actual people wanting to play a decent regular game do.
    That's not my point. I don't care if you love it or hate it. You can hate AE more than anything in your life. I never even hinted you should like it. Or anyone else. But, what about AE stops you from playing the decent regular game that never went away?

    You said you had a SG. There was teaming for you, but they quit. Because AE farming existed? I still can't fathom why people who enjoy the game outside of AE would quit because AE exists. Except for badges, there is no reason one would ever have to set foot in any of the buildings.

    That's like quitting because there's PVP in the game.

    I am sorry your SG quit because of AE. I am sorry that AE somehow "poisoned" the rest of the game for you. I just don't understand it at all.
  18. Quote:
    Originally Posted by Desmodos View Post
    I'm was aware Statesman said that. I would stop short of calling him a liar but I will point out Statesman's perceptions and intents were...odd to say the least. How you can design melee characters that root for every attack and claim PvP was always intended defies comprehension.
    Intended is not the same thing as being designed/balanced for. If I had to guess, I would belive it was always intended - they just didn't do any real playtesting or balance testing on it before it was implemented.

    The sad part is, it became an easy scapegoat for any and all powers changes afterward - now THAT is a great way to fragment the player base. Damn PVPers took mah BURN PATCH and Mah REGIN!
  19. Quote:
    Originally Posted by TonyV View Post
    /
    I keep seeing the assertion tossed about that because of this nerf, you can't put these types of missions in your AE arc. That's BS. Sure you can. If you're whining because your AE arc doesn't work now, then I can only presume that by "work," you mean "isn't conducive to farming." In which case, I have zero sympathy for you.
    ********.

    Work can also, and more often in the frame of this discussion, means:

    My arc uses standard mobs and mechanics that are the same as most of the official game content, but the missions are worth a significantly decreased level of XP.

    Your anti-exploit fervor has caused you to swing a bit far to the extremes here. You seem as passionate about this as your "have's versus have not's due to paid packs" stance. Have you even read any of the testing results posted? Would you call those mission exploits? How about the Dev Choice missions affected?

    The patch as it functions does not match how the note was written. The patch breaks things that did not need changing and were not exploits. People who wrote stories with no intent of farming are seeing the rewards level they desired (which were not above "normal") decreased a significant amount. These are not rules lawyers or PLers or cheaters or anything else.

    You may be comfortable with an exploit "fix" that corrects fewer exploit missions than legitimate ones, but a lot of people here are not. And rightfully so. Flat-out, the patch doesn't work as written. It misses the mark.

    And really, anyone who is willing to nerf the game into oblivion or however you put it in order to address an exploit is certainly a more damaging kind of player than any exploiter IMO. You are willing to impact the game's playability and "fun level" for 95% of the players in order to correct the abberant behavior of the other 5%?

    Wow.
  20. Quote:
    Originally Posted by IncredibleMouse View Post
    Thanks for the exploit fix.

    My friend re-activated her account now that it's been fixed.
    So, wait, people do actually quit the game because other people can do things they in no way have to participate in?

    Wow.
  21. Quote:
    Originally Posted by The_Alt_oholic View Post
    Yes.
    Snip long rant
    Door sitting is an exploit? Good gracious sakes, man! You took such delight in previous AE farm arcs I guessed some specific farmer teed you off, or you got mad one day when you wanted a "real" team and could not find one - so you built up a nice case of nerd rage.

    But if you are calling door sitting an exploit - you need to quit the game. Really. Otherwise all that nerd rage you generate every time you play the game and see someone advertising a farm team will give you a coronary. That giant vein on your forehead will finally pop and you will die of blood loss.

    There is already an elegantly-coded solution to the door-sitting problem. A big, blue "Quit Team" button. If people are bored, then can leave the team. If they are not, hell, door sit for 5 months. 10 months.

    Yes, and real numbers are, bad, too. Nevermind people could figure it out with testing or using the posts on Red Tomax or Wiki. Somehow those real numbers have led to a terrible demise of the integrity of this game.
  22. Quote:
    Originally Posted by Techbot Alpha View Post
    Yeah, that'd be the markets even more Fu-bar than they already are, a bunch of level 50s not knowing how to play, and people put off from even touching the game because 'all people do there is farm'.

    What they are fixing here is exploits. Farming, as a whole is kind of hard to stamp out, and I would say its not something that should really be wiped out. Some people do validly enjoy it, and I, and the Devs too it seems, dont mind that so much. Its when something is exploitable, such as 1-50 in a few hours, that they have to take action, and have been doing so.

    The sooner that people understand that, the better.
    Still, this thread doesnt dissapoint, it seems.
    I play on a small server, so maybe I am not seeing some of the things that happen on Freedom or Virtue. That said, I hardly believe that these farms are benefitting a bunch of newbs. Some? Sure. But I would have to think that the "new" ways to PL are not being generally advertised, and are being used by "vet" players who want a character but do not want to slog through the 50 levels they have done 20 times before. When AE first hit, sure you had a lot of the AE babies out there. Do we still? I doubt those sheer numbers are here now, and it is probably a lot smaller. We had a new box on the shelves to draw them in - and I reckon a good deal left after the "game" (as they saw AE) was nerfed.

    In short - I think "AE Babies" is just thrown out there now because it happened in the past. I see none on Vic or Triumph. Does Freedom still have the constant AE Spam? Maybe. You would have to tell me.

    And even with the 1-50 fast crowd continuing, do you think that is enough of the player base to really screw up the markets based just on their efforts?
  23. Quote:
    Originally Posted by Satanic_Hamster View Post
    44+ for the xp
    45 min to 2 hr max duration
    42 merits

    Biggest factors for time; how Shard friendly travel powerwise the team is, especially the damage dealers. Most missions of any task force; however, vast majority are fedex and defeat 50 greys. Only four or so actual door missions.
    Have you run this enough to get it down to your prediction of "the new TF merit farm?" I played it once or twice semi-recently and didn't see a lot of good areas to "trim the fat." Of course, that is probably because I'm kinda slow and haven't played it too often. The 45 mins for 42 merits would be pretty sweet for sure.

    Have you found people with single TP speeding things up? Or is a whole team with "Assemble" usually enough to keep things clipping along?
  24. Quote:
    Originally Posted by Grey Pilgrim View Post
    To each their own. I rather like them, since they add a bit more flavor to the area you are in. I do hope they don't screw up SG teleport capability (though it probably won't take long to find them all), but other than that, they're fun. Makes it feel like more than just a faceless city: it becomes a city with history.

    Hmmm, you know, it would be a GREAT idea if they somehow tied in your exploits with things you could see on the map... little reminders of what you accomplished somewhere. They could maybe be tied in with your account, as obviously they'd pile up if everyone could see each other's.

    I understand why they exist and I'll even agree they do a decent job of fleshing out the game world. But doubling them seems like one of those things where they just threw a dart and hit a number. Like the crafting badges and the Oro Badges. And for these, you aren't even doing anything. Just jumping on a different rooftop or landing on a different statue's arm.

    It would be pretty difficult to do any kind of "Pilgrim was here" badges in this game when most things are done in a private instance with random doors to enter them. But I do not want to poo-poo the idea - if there was some way that I personally could affect the game world it would add enjoyment to the game for sure.
  25. Am I the only one who thinks the new badges are fail? More exploration badges? These things are just about the most unfulfilling things to collect. We get a little story blurb that you have to go to a separate screen to read.

    I for one do not look forward to taking another lap around all of the hero zones. Again.

    Yes, I know I can stop badging. But there are a lot of accolades that provide useful benefits that require the explore badges. It usually pays to just grab all the badges/plaques in a zone instead of the 1-2 needed because it really doesn't take that much more time.

    Summary: Explore badges boring. More explore badges bad. Especially if they break SG teleport functionality.