The_Cheeseman

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  1. Quote:
    Originally Posted by Primantiss View Post
    I think thisis largely because COH is the perfect "Part time" or "inbetweener" MMO. As it doesn't require an absurd amount of time commitment to get anything done.

    Seems a fair amount of people play it on again/off again whenever they are burnt out on their primary MMOs, or when they don't have the time to commit to them, then migrate back when they can.
    This pretty much describes my CoH play habits. It's never been my "primary" MMO, but I have never really quit it, either. There is something about CoH that you can't get from any of the other MMOs out there, and while I tend to get bored after a while with the mostly randomized content in CoH, the massive variety in play styles and character customization always keep me coming back for more!

    Plus, no other game lets you be so grossly overpowered as you can get in CoH. I can't imagine what my IO'ed out Mind/Fire/Fire permadom could do in EQ...
  2. Step 1: Watch "Hellsing: Ultimate."
    Step 2: Realize that Alucard is the most badass vampire (really, character) ever.
    Step 3: Make a dual pistols/dark miasma corruptor
    Step 4: Profit!
  3. The_Cheeseman

    The omega slot

    Quote:
    Originally Posted by Vel_Overload View Post
    Omega: Use: once per day

    Free 800 Paragon points. So you can now get those powersets that VIPs should have gotten immediate access to instead of whatever ******** system they screwed us over with. We VIPs got the short end of the stick..
    Obvious troll is obvious.
  4. Quote:
    Originally Posted by Little_Whorn View Post
    Agreed. But it's not just crazy scrapper tricks that have become relatively easy. It's team stuff too, like incarnate trials. The only way the devs are creating challenge for high level toons anymore is by pitting us up against boss enemies and auto hit death patches. No difficult enemy groups or tricky rooms to conquer. Always just 1-3 bosses that either create difficulty through auto hit patches or heavy one-shot kill attacks designed to circumvent resistance and defense (ie. tyrant's hammer attack).

    I know there are better ways to flesh out difficulty than that.
    I just wanted to chime-in to say, "FU Hammer of Justice!" That thing violated my Dominator so many times, I felt like Tyrant should have bought me dinner, first.
  5. Quote:
    Originally Posted by JayboH View Post
    Is the OP talking about copying that set from CO? The one where it hurts enemies and heals players?

    Also, let's not bend (ahem) to the fans of Avatar over everything. I wouldn't be against a wind set but come on, can you imagine the copyright infringements popping up everywhere? It happens enough as it is, but this would be begging for it.

    ...I've never seen a single episode simply because the fan behavior irks me, much like most anime due to otakus.
    Avatar isn't anime, it was produced in the US. Personally, I don't see any significant differences between an anime enthusiast and a comic book fan. Heck, they're basically the exact same stereotype from two different cultures.

    I haven't seen Avatar either, but I am aware that the protagonist can command wind powers. However, I don't see why a new power set should be avoided just because there is a popular fictional work that includes a character that uses similar powers. I mean, isn't the entire point of the game to try playing with special powers you've seen in movies, comics, or cartoons? In any case, there is nothing stopping an Avatar fan from making a similar character out of Storm Summoning, as it is. You can't hamstring your creativity just because of the chance that some uncreative person will possibly create a copyright-infringement character.
  6. The_Cheeseman

    Thanks for Joy

    Y'know, I created a BS/SD scrapper just for a costume idea, and ended-up loving it so much, it turned out to be my second level 50, ever. It's definitely a really fun combo!
  7. Quote:
    Originally Posted by Bright_Tempest View Post
    Personally, I steer away from Confuses (yes, I have them. But they're layered on as a 'secondary' control to large mobs to ensure my/team safety). The thought of quickly confusing a mob and loosing XP because they're shooting each other in the face is just totally unappealing to me.
    See, that's the sort of playstyle difference that really makes the variation in sets available so valuable. I just LOVE confusing an entire spawn, and then cackling maniacally as they ruin one-another without my having to lift a finger or even suppress stealth. I don't think of it as losing exp, because I didn't really do anything to earn any exp, I just brought murderous anarchy upon unsuspecting mortals for the fun of it. If I care about exp or drops, I will often toss a fireball or Rain of Fire into the mix to speed things along.

    Of course, my mind/fire/fire dom is a demon, so I get a bit carried away at times.
  8. Quote:
    Originally Posted by Helluva_Goon View Post
    @The_Cheeseman, you have a veryt decent build here. Nice defenses on Range and energy/negative damage as well. The build isn't that expensive and too, you have it perma-hasten. It looks like a solid build.

    I didnt take any sleeper powers cause simply they are interupterable altho, I know they may provide a nice soft-control at those OH CRAP!!! moments.

    My build I may have to redo all over again but I am not sure on what woill satisfy my needs to a complete build yet.

    Thanks for sharing Cheeseman!
    I mostly took Mass Hypnosis for the aforementioned, "Oh crap!" moments, and it can also be very helpful in the warehouse in Lambda to halt pursuit without drawing fire. Plus, at the time the Fortunata Hypnosis set was dirt cheap, so I snagged it for the recharge bonus. Not as cheap post-converters, but still affordable. Hypnotize I really never use, I just chose it over Levitate, which I would also never use.

    Discovering your own play preferences is definitely the biggest part of finishing a build. I am happy to share, and I wish you luck in finding what satisfies you!
  9. Here is the build I am rocking on my mind/fire, which sounds a lot like what you're looking for (flying, ranged focus, permadom, etc.). I don't claim to be a master, but the character is just silly powerful and I enjoy the heck out of it. Haven't found anything so far that I can't solo without really trying. I generally play on +0/8, could probably go higher, but I am not that patient. I would of course welcome any criticism, should somebody feel the need to give it. I'm currently considering slotting Terrorize as an attack, but haven't bothered to change anything yet.

    Villain Plan by Mids' Villain Designer 1.957
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Archfiend Fierna: Level 50 Magic Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Fiery Assault
    Power Pool: Flight
    Power Pool: Speed
    Power Pool: Concealment
    Power Pool: Leadership
    Ancillary Pool: Fire Mastery

    Villain Profile:
    Level 1: Mesmerize -- HO:Endo(A)
    Level 1: Flares -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(36), Thundr-Dmg/Rchg(37), Thundr-Acc/Dmg/Rchg(37), Thundr-Acc/Dmg/EndRdx(37), Thundr-Dmg/EndRdx/Rchg(40)
    Level 2: Dominate -- Lock-EndRdx/Rchg/Hold(A), Lock-Acc/EndRdx/Rchg/Hold(3), Lock-Acc/Rchg(3), Lock-Acc/Hold(5), Lock-Rchg/Hold(5), Lock-%Hold(7)
    Level 4: Fire Breath -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(7), Posi-Dmg/Rchg(9), Posi-Dmg/Rng(9), Posi-Acc/Dmg/EndRdx(11)
    Level 6: Confuse -- SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear(A), SAotDominator-Conf/Hold/Immob/Sleep/Stun/Fear/Rchg(19), SAotDominator-EndRdx/Rchg(19), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx(21), SAotDominator-Acc/Conf/Hold/Immob/Sleep/Stun/Fear/EndRdx/Rchg(21), SAotDominator-Rchg/+Dmg%(23)
    Level 8: Hover -- LkGmblr-Rchg+(A), Ksmt-ToHit+(11)
    Level 10: Fire Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(29), Thundr-Dmg/Rchg(29), Thundr-Acc/Dmg/Rchg(34), Thundr-Acc/Dmg/EndRdx(36), Thundr-Dmg/EndRdx/Rchg(36)
    Level 12: Mass Hypnosis -- FtnHyp-Sleep(A), FtnHyp-Sleep/Rchg(13), FtnHyp-Acc/Sleep/Rchg(13), FtnHyp-Acc/Rchg(15), FtnHyp-Sleep/EndRdx(15)
    Level 14: Fly -- Frbd-Stlth(A)
    Level 16: Hasten -- RechRdx-I(A), RechRdx-I(17), RechRdx-I(17)
    Level 18: Stealth -- LkGmblr-Rchg+(A)
    Level 20: Embrace of Fire -- RechRdx-I(A), RechRdx-I(23), RechRdx-I(25)
    Level 22: Grant Invisibility -- LkGmblr-Rchg+(A)
    Level 24: Afterburner -- LkGmblr-Rchg+(A)
    Level 26: Terrify -- Abys-Acc/Rchg(A), Abys-Acc/EndRdx(43), Abys-Fear/Rng(43), Abys-Acc/Fear/Rchg(46), Abys-Dam%(46)
    Level 28: Maneuvers -- LkGmblr-Rchg+(A)
    Level 30: Total Domination -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(31), BasGaze-Rchg/Hold(31), BasGaze-EndRdx/Rchg/Hold(31)
    Level 32: Mass Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(33), CoPers-Acc/Conf/Rchg(33), CoPers-Acc/Rchg(33), CoPers-Conf/EndRdx(34), CoPers-Conf%(34)
    Level 35: Blazing Bolt -- Mantic-Acc/Dmg(A), Mantic-Dmg/EndRdx(48), Mantic-Acc/ActRdx/Rng(48), Mantic-Dmg/ActRdx/Rchg(50), Mantic-Dmg/EndRdx/Rchg(50)
    Level 38: Blaze -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(39), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
    Level 41: Fire Ball -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(42), Posi-Dmg/Rchg(42), Posi-Dmg/Rng(42), Posi-Acc/Dmg/EndRdx(43), RechRdx-I(50)
    Level 44: Rain of Fire -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(45), Posi-Dmg/Rchg(45), Posi-Dmg/Rng(45), Posi-Acc/Dmg/EndRdx(46)
    Level 47: Fire Shield -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(48)
    Level 49: Rise of the Phoenix -- RechRdx-I(A)
    Level 1: Brawl -- Empty(A)
    Level 1: Domination
    Level 1: Prestige Power Dash -- Empty(A)
    Level 1: Prestige Power Slide -- Empty(A)
    Level 1: Prestige Power Quick -- Empty(A)
    Level 1: Prestige Power Rush -- Empty(A)
    Level 1: Prestige Power Surge -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 4: Ninja Run
    Level 2: Swift -- Flight-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(27)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(25), EndMod-I(27)
    Level 50: Nerve Radial Paragon
    Level 50: Reactive Total Radial Conversion
    Level 50: Seers Total Radial Improved Ally
    Level 50: Pyronic Core Final Judgement
    Level 50: Assault Radial Embodiment
    Level 50: Ageless Partial Core Invocation
    ------------



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  10. Why is Plant Control's T5 better than Gravity Control's tier... 1-9? (Obvious hyperbole)

    Seeds is just the most powerful individual control power in the game, as mentioned above. However, Mass Confusion is also totally awesome. I actually like Mass Confusion a lot more, but I use it on a dom, where it can one-shot confuse the entire spawn, including bosses, with zero risk to me. Add the Contagious Confusion proc and it gets silly. The recharge is a tad long, but it would be broken if they lowered it, especially on characters with permadom levels of global recharge. Plus, as mentioned, Plant pretty much relies on the power of Seeds, while Mind's T9 is merely the capstone to a great set (at least for a dom).
  11. Yeah, I think ChaosAngelGeno and I will have to agree to disagree.
  12. Quote:
    Originally Posted by ChaosAngelGeno View Post
    (Mods feel free to jump in if I get too far off topic.)

    I'll first start off by saying I do not believe Magic is a balanced game at the tournament level. In my experience one deck usually dominates for a period of time, then sets rotate out in favor of the most newly printed cards and cycle repeats. I can only recall a few times where there was a diverse field of archetypes in an tournament settings of the past. I remember years by decks Rebels, U/G Madness, Psychatog, Tinker, Astral Slide, Affinity, Faeries, Caw-Blade, Delver. Nothing changes only the deck.

    The deck to play.

    New mechanics come they often breed new thing not previously done in the past. But Wizards fails to test how they cause non-interactivity, balance issues, or weaken the viablity of older cards. Examples like Storm, Infect, Hexproof, Equipment and Phyrexian mana are examples overpowered abilities that weaken contemporary strategies. Storm...its something players wish Wizards would just dis-invent. It creates non-interactive games where you play a bunch of spells ending with the card with the Storm mechanic...and then the opponent loses. Infect effectively cuts your opponent's starting life total in half where creatures with Infect deal damage in posion counters. Ten poison counters is lethal, a far cry from the poison counter effect from way back in the day dealing one poison counter at a time. Creatures with the Hexproof mechanic make creatures with Shroud mechanic obsolete. Equipment cards are far better than Auras. Phyrexian mana breaks the color pie allowing any deck no matter what color they use, to use cards with Phyrexian mana in their costs. The "best" deck is usually the deck that finds the most synergy with the newest mechanic than the rest of the decks in the field. You see this deck in multiples of the top 8's of tournament reports and they become copied and played by everyone else. This how it goes.

    While Wizards does have the power to ban cards deemed too strong for the metagame in an effort to breed diversity, they have taken this act very often in recent memory across several formats not just Standard. You've also mentioned the Modern format. How many cards were banned after the first professional Modern format tournament, hmm? And those broken cards you are alluding to from Alpha were indeed strong, but here's the thing: They did not become broken until years later when the "modern" game developed. The faster, non-interactive games of Type 1/Vintage only developed when cards like Tolarian Academy, Yangmoth's Bargain, Goblin Welder, Oath of Druids, and Tendrils of Agony existed to break those cards you allude to. Cards that were printed years after the ones in Alpha were printed.

    This is the part where design fails to breed diversity, and that why I don't believe balance truly exists in the game. But in fairness Wizards cannot truly fix older eternal formats with such large card pools to build from so I can only fault them for Standard, Modern, and Extended (a format that is practically dead).

    This does prove however that new cards do make old ones better, not outdating them as you say, but overall Magic being balanced? I disagree. Diversity to me is the better sign of balance. Having options other than, "Play this deck" or "meta against it" don't breed healthy formats. But where does the game fall victim to power creep? Go back to 2008.

    For those that do not know, Mythic Rares are rarer than Rares in booster packs. You are guaranteed a Rare in every pack, but Mythics only appear at ratio of 8:1 in booster packs. Many mythic rares are so strong that they defined tournament metagames. While not all Mythics are good or even playable, but some do break the game. They are far stronger than what is or what was legal to play in tournament format settings depending on the format.

    Standard used to be and affordable format to play. There were only a few chase rares to get and the average price of a competetive deck for Standard was far less that what they cost today. Not that is game was ever cheap to play, a hundred or two would get you there, nowadays five hundred dollars...easy. A year or two ago, one deck was over a grand. This what Mythic Rares have done to the game. They've elevated the cost to play and inadvertingly raised the price of the normal rares, even commons can cost a dollar each and uncommons can cost over five. Inflation, inflation, inflation as far the eye can see...and it all began to happen when they started making Mythic Rares. Since Magic is a collectible game and thus it is subject to secondary markets...they are very expensive, which makes the packs more valuable. What Wizards did was find a way to generate more cash and inadvertingly inflate the secondary market that surrounds the game increasing the value of the better cards.

    This is power creep.

    An inability to break into a format and be sucessful due the constraints of money and a lack power in card availibility. I have a full time job, with the normal bills and payments we all face. I could not afford to play Standard if I wanted to. Cards in the Standard and even the Modern format eventually rotate out, reducing the value of most of the cards overtime. Why would I invest in a format where 90% of the cards I invest in lose value, unless the get reprinted (knowledge I wont have until later...) B) The immediate expense. I could just buy the cards I need, but then you are buying power and an advantage over those who cannot afford them or who aren't lucky enough to open them in their packs.

    If they had not added a new rarity of cards. This would all be a mute point, then the money factor would not be strong. There wouldn't be such a disparity in power due to the cost/value of the more powerful cards.

    The only comparison that I can make between Magic and CoH would be Mythic Rares in Magic and Incarnate Powers in CoH. Compared to CoH, design-wise some of Magic's Mythic Rares are creatures and spells that are at an Incarnate level-like strength. They do absurd things in a game. Give me a deck with the right Mythics against one without and I have a large advantage. It would be similar to running non-incarnate story arcs or missions with them, they just aren't as challenging.

    (Example: Griselbrand compared to Yawgmoth's Bargain. Take a broken enchantment that net's you large amounts of card advantage at the cost of your own life points, then, make it a creature, give it wings, lifelink, a 7/7 power and toughness, and that Mythic rare status.)

    I will stipulate not all Mythic Rares break the game, just the really good ones. (The one's you see one every tournament report, if you follow Magic)

    The video specifically stated the Standard format, which is where I strongly disagree. I don't think there is a single format for Paper Magic (at least that I've played) where Magic is no affected by power creep. Magic's: Duel of the Planeswalkers online card game might have been the better choice to describe a game where power creep isn't a factor.
    Yes, the Magic tournament scene is dominated by meta-gaming, but WoTC has stated that their primary goal is to make sure that individual decks do not dominate the format. They don't always succeed, but they do their best. This really has nothing to do with power creep, though. Standard is a rotating format, so only the two most recent blocks are legal for play, which rather eliminates power creep as an issue. Modern is an eternal format, with every block after Mirrodin being legal and no rotation. That format has a very heathy metagame right now, with many viable decks. Currently, Legacy also has a variety of decks to choose from, with no clear winner among them. Many of those Legacy decks have been contenders for over a decade, showing little effect of power creep.

    Cards from Alpha have been broken since Alpha was released, it didn't take any newer cards to break them. The entire Power Nine are banned in every format except Vintage, and rightly so. Even the slightly less abusive cards like Sol Ring and the Dual Lands tend to show up in literally every deck that can play them. Then you have other game breakers from early sets, stuff like Mana Drain, Necropotence, and Survival of the Fittest (and that isn't even talking about Urza block). Those cards are just broken, by themselves. You can look as hard as you like, and you will not find recent cards at similar power levels, because WotC has gotten better at their jobs, and doesn't (usually) print stuff like that anymore. Of course they occasionally make mistakes, but they're human and that will happen.

    Mythic rares have actually had the effect of lowering the prices of normal rares on the secondary market. According to most of the research I have read, the overall price of a top-tier Standard deck, when adjusted for inflation, really hasn't changed all that much. The difference is that the cost is consolidated more into a smaller set of cards (mythic rares). So rather than buying a bunch of rares for $10-$25 each, you buy a some rares for $5-$10 each, and a few mythics for $25-$50. I agree that mythics cost way too much, but that is the secondary market, which WotC has no control over, and from which they derive no profits. Also, keep in mind that Magic has gotten a LOT more popular over the past 5 years or so, which means that prices for popular cards will be higher.

    Overall, though, I don't see any Mythic rares that are more powerful than the broken rares of yesteryear, they're mostly just undercosted creatures. The minority of mythics do tend to show up heavily in Standard play, but that's true for any card that is good, regardless of its rarity. Heck, in Standard right now, there is a top-tier deck based around a common, just because it happens to work particularly well with the strategy.
  13. Quote:
    Originally Posted by ChaosAngelGeno View Post
    I'm sure you and I can go into a long discussion about modern Magic, it's game balance, interactivity, it's power creep (or lack of) but this isn't the place to do so per forum rules. I don't want to go off on a long rant about another game. But in terms of the subject of power creep, look at the current block of cards, then go back another block, and then another, and another, and what I see is steady increase in power as you move forward to today. Magic is too big to look at in terms of set to set, you have to look at it in terms of block to block or year to year.
    I can assure you, I am familiar with the entirety of Magic's history, and more than capable of making judgments based on the span of multiple blocks. I just don't agree that Magic suffers from power creep. I think they make fewer obviously terrible and worthless cards these days, but they also manage to produce far fewer broken, overpowered cards that warp entire tournament formats. Basically, most of the cards produced these days are at least playable, and most are actually good in the right situations, as opposed to the more "Jekyl and Hyde" feeling older sets, which were full of total garbage that hid the occasional game-breaking bomb.

    I don't see that as power creep, for the same reason Arcanaville doesn't see the Incarnate system as power creep: it didn't obsolete anything. The most powerful and expensive cards in Magic are all still from the first set: Alpha. The majority of the most powerful and dangerous decks in Vintage are based around old cards. Heck, they even created an entirely new tournament format, Modern, just to exclude the broken old cards that made play balance too challenging. Newer sets are better balanced, but for the most part, they merely allow additional options, without making old stuff any less valuable (except in specific cases such as newer creature cards, as I mentioned previously).

    I personally think that including an outside example like Magic makes for a more interesting discussion of power creep, but if people want to stick specifically to CoH, I totally understand and will stop.
  14. Quote:
    Originally Posted by Dechs Kaison View Post
    Mind you, I've also seen a merfolk mill deck, which is also a form of control deck. It will take its time milling you to death, but there's nothing you can do in the meantime. These kind of things do exist, but they are far less common.
    I love a good sadistic control deck, sometimes the jankier your win condition, the more fun it is to play (though, you may lose friends in the process). I've thoroughly enjoyed a permission shell that won via Illusions of Grandeur/Donate in the past. I once even built a deck that was nothing but walls and destruction abilities that just waited for the opponent to draw every card in their deck, one-by-one (it was a joke deck, which I titled, "Pink Floyd"). It was terrible, but it did beat a few of my buddies' casual decks back in high school.

    When I said "mill is a joke" I was mostly referring to those decks that try to use various one-shot mill effects as a form of aggro strategy. That's the kind of deck I usually hear referred-to as a "mill deck". Usually, if the deck is actually a competent combo or control shell that just happens to use milling as its win-con, I don't hear them called "mill decks" but I guess that's just a matter of regional vernacular.

    Oh and sorry to non-Magic fans for the threadjack, but I do enjoy discussing that game!
  15. Quote:
    Originally Posted by JayboH View Post
    The moment the servers went up after the patch, I actually ran 6 in a row on Freedom as my favorite character Flint Eastwood, and the first one failed. I took one of my wife's characters and ran 5 about a week and a half later. They all succeeded. I was on several others that I didn't lead with a tanker of mine and we won all those too.

    You just have one team in charge of knocking out Well Beams when they come up and just have everyone pounding on Tyrant when they are gone. Just wait in place when you get the warning about his lightning attack and move the instant they appear. It's really not that hard at all.
    I guess it's entirely possible that I just happened to get on some terribad leagues that evening. However, from what I observed, we never had much of an issue killing the lights off within merely a few seconds of them spawning, and the lightning generally didn't drop too many folks (after the first couple instances, for people to get used to it). We just weren't able to keep up with his regeneration, he'd get down to about 25% and then he'd just kinda stay there. Actually, looking back, the one time I did win was a run where that exact issue occurred, and when the timer got down to about 3min, half the league bailed. I died with Tyrant still at about 20%, and while I was in the hospital, suddenly we won. In retrospect, losing all those people probably allowed the ones present to get all the Light level-shifts, which enabled them to finally do enough DPS to take Tyrant down. At the time I just assumed there was a bug or something (I wasn't about to complain!)
  16. Quote:
    Originally Posted by Dechs Kaison View Post
    Totally disagree with this. I have been milled to death on turn two by Painter-Stone combo as well as Brain Freeze Storm. The Eldrazi Titan sounds like a great plan until you realize that Tormod's Crypt can be activated in response, or simple use of a Planar Void and this idea no longer works.

    Also, the first Jace printed only costs 3, and is arguably the best for milling someone.
    Ahh, I see what you mean here. See, I would consider both of those strategies to be just combo decks, not specifically mill decks. Painter/Stone is a cute 2-card combo, but it's fairly easy to find such things and build a deck around them. As for Brain Freeze, I'd be hard pressed to find a reason to base a storm combo deck on that rather than Tendrils of Agony, because it's basically going to be the same deck with just a different storm card. So yes, I will concede the point that milling can be effective, but only when it's as part of an instant-win combo strategy.

    My mistake on Jace's Beleren's cost, I never paid much attention to that version. Jace the Mind Sculptor of course everybody knows, and I actually did quite well in a booster draft using Jace, Memory Adept (most of the wins were from milling, which is definitely effective in limited). However, my point stands that there is no form of Jace that will mill an opponent to death before turn 5, at which point any competent aggro deck will have you dead.
  17. Quote:
    Originally Posted by PleaseRecycle View Post
    It's almost like some of us predicted this exact scenario months ago. At least now I know the devs have me on ignore so I can get right to posting all those saucy images I have lined up.
    Perhaps the devs are fully aware how broken the proc is in Bonfire, but since Overwhelming Force is only available in limited quantities for a short period of time, they just don't care? I mean, in the grand scheme of things, will this proc really be ubiquitous enough to have a significant impact on game balance?
  18. Quote:
    Originally Posted by mauk2 View Post
    (sigh)

    Ok, I see a lot of "OMG THIS IS TOO GUD" posted in here.

    I don't see anybody running numbers.

    How does bonfire slotted with this proc compare to a whole bunch of other dot powers?

    Try, ice patch, rain of fire, and blizzard, for instance. How does it compare? Really?
    I don't have personal experience with Bonfire, but I don't think it's brokenation has anything to do with numbers. It's the fact that once you drop it, everything in range just bounces in place for the duration of the power, and it's easy to perma with minimal recharge slotting. It's not comparable with those other DoT patch powers, because it's bonfire's specific mechanics, the fast-ticking repeating KB effect, that makes it good, not its damage.
  19. Quote:
    Originally Posted by JayboH View Post
    That's really weird, because out of 11 full Magi trials, I've only been on one that failed, and that was due to a dc bug that affected quite a few of the people in the league.
    Hmm... How recently was this? Like I said, I was running them the first couple days it was live, and from all the chatter I heard in Pocket D, as well as people discussing it in various leagues throughout the night, almost nobody had actually managed to win. I heard people saying they'd tried 4-6 times and never managed it. Between my characters, I was only around 1/6 (not counting intentional farm runs).

    But then, the level shifts granted by the lights weren't working at the time (The level shift effect was only be applied to a max of like 16 entities, including pets). Not sure if that's been fixed since.
  20. Honestly, I am not sold on the Soulbound proc being worth slotting in most non-MM pets. I have it in Extract Essence on my WS, but that's because I can have up to three of them active at once, each of them has multiple attacks with which to trigger it, and they account for loads of damage (assuming I can keep them alive). Just doesn't seem to be worth the slot on other uncontrollable pets. I'd probably rather put a straight-up damage proc in there than a build-up effect that will likely often get wasted by stupid pet targeting and power priorities.

    I definitely wouldn't put it in Tornado. As far as I can tell, it works like a fast-ticking damage aura, so it would only have a chance to trigger the build-up once every 10 seconds, and then the additional damage bonus would only affect a few ticks while it's active. For Tornado, just cram an Overwhelming Force KB-to-KD proc in there and stuff the rest with as much Dam/Rch/End as you can. Watch with glee as your little dust devils juggle bosses like a bad 2D fighting game.
  21. Quote:
    Originally Posted by Madadh View Post
    Several things I think in this bear comment on.

    1) As you say, you are on Freedom. iTrials are not as easily come by on some servers. I play a lot of Justice, which very often ranks just behind the big 2... And yet iTrials get really tough to find or recruit for at about 10PM my time. And by midnight, forget about it.

    2) That said, I can get great progress done via the iTrials if I don't wait that late, and I don't even need to head anywhere. I just hop in the queue, and start running DA arcs, or SSAs, or tips, and after not too long, I'm suddenly in an iTrial. If the team was fun, I'll stick with them if they run another, if not, I'll excuse myself, hop back in the queue, and go back to something else for a while till the next iTrial launches.. I think a lot of people forget that you can use the queue and be running missions now. No need to tread water for 10-15 while recruiting happens. You can make DA arc progress while ya wait.

    3) I still say a smart build, good IOing, and smart play trump incarnate powers. If you hate iTrials, don't do iTrials. Yes, they are a more efficient way to get incarnate powers than solo, but don't feel that it's that critical to get them that much faster. IOing out fully and carefully and that will bring a bigger increase in performance. There really is no NEED to do stuff you hate to get *any* rewards, but certainly not incarante rewards... So I disagree with the cheesehead. Er, cheeseguy... Capt Cheesy? There is NO way that it is 'worth the effort' to spend your playtime doing something you hate, as a hobby you do for fun..

    The one exception might be the one ITrial that guarantees a rare/VR might be worth a tough out.. But not if you truly hate it. Really, if it's not just 'annoying' but truely hated, skip it and do the solo thing.
    Obviously, nothing in the game is worth doing anything you absolutely loath. I just kind of assumed that nobody feels that strongly about content in a computer game, and that "hate" was merely hyperbolic language for "consider not the most fun aspect of the game." I consider repeating trivial story arcs daily for very little reward to be fairly wasteful of my time, not to mention boring. I don't particularly enjoy repeating iTrials either, but since they provide many times the reward for less time spent, the sacrifice is worth it to me. There really isn't any activity in CoH I genuinely dislike, just a range from "Fun" to "Meh".

    I honestly just don't understand the mindset of somebody who absolutely never teams, either. I solo the vast majority of the time, but I also like to jump on a team for exp, to run TFs, and to do trials, on occasion. There's really only so much you can do by yourself in an MMO--they are designed to be shared social experiences. I do not mean to imply that there is anything wrong with such a preference, everybody has the right to enjoy the game as they wish and I would never judge anyone for that. It's just a very foreign concept to me. Therefore, my previous comments originated from a different perspective than some in this thread.
  22. Quote:
    Originally Posted by RevolverMike View Post
    I would agree but when the Dev's try to add new exciting things to AT's that they couldnt do before the player base freaks out and cries against it for some odd reason. See Bio armor's -regen debuff for example.
    One thing that is always true of MMO communities: there will always be a vocal minority who will complain loudly about ANY change to the game, regardless of how positive or trivial it may be.
  23. They should definitely nerf the proc in Bonfire. Killing spawns on +4/x8 with zero risk is intruding on the territory of my Mind/Fire dom!

    No, but seriously, I am totally against releasing something like this, especially a limited-time promo item, and then retroactively nerfing the most effective uses for it. It's like giving a child a free lolipop, and then telling them they aren't allowed to actually eat it. It also wreaks of bad design and planning, the sort of "let's just toss a bunch of crazy crap out there and then nerf it if it causes problems" attitude that erodes player faith in the dev team until people start dreading updates more than anticipating them (for an example, see EQ2).
  24. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Personally I think they slowed down on slot releases for two reasons. First the initial release of four slots together meant that people farmed the hell out of them just on BAF and Lambda and then burned out. If they'd just released two slots with BAF/Lambda (possibly moving the level shift form Destiny to Interface so we got one shift then) and then released the othe two later as they built up the number trials I think it would have gone a lot smoother. Hybrid (and presumably Genesis, Mind and Vitae) uses a new type of iXP so rationing the slots out while they build up the number of trials with new iXP helps prevent burn-out.

    My second reason is more speculative. I think they may be feeling their way into how they want to gate access to the higher tier slots. People complained a LOT about the switch from Shards to Threads to the point that the devs felt compelled to pretty much promise "No New Merits/Salvage". Now this is pure speculation on my part but I suspect that somewhere on Positron's hard drive is an old design document detailing the new Salvage and Merits that would be used for building Hybrid, Genesis, Mind and Vitae abilities. Given the push-back from the community they've obviously shelved that idea (assuming they did have it anyway) but that may well have made them more cautious about how they award the new slots. With Hybrid it's just a new form of iXP which means most people just farm the kills at the start of the trial to unlock the slot and then run older and easier content to make abilities. By releasing only one slot they can observe player behavior and then decide if they want to change things up a bit for the next slot (for example for Genesis they could make the requirement that you have to get the requisite iXP but also need a particular Trial Completion Badge to unlock the slot or change the trial to back-load the iXP).
    People prefer to simply farm Magesterium mostly because it's a poorly-designed trial. 95% of the exp is in the initial phase, which is trivial to complete. Then you have a series of random-feeling boss battles with fairly simple, run-of-the-mill gimmicks that any league should have no trouble handling. Then BOOM, Tyrant, who is just far more difficult than any fight in the history of the game. The worst part is, it isn't even a climactic fight. I've literally never seen a league wipe against Tyrant, it's just 20min of banging your head against the brick wall of his obscene regen until everybody gets discouraged and quits. I'm sure it would help if the trial launched with the level-shift mechanics working correctly, but without them, the fight was just too strict in its requirements when compared to previous content.

    Coming from games like EQ and WoW, folks understand the idea that you need a strong, well-designed raid force with the correct buffs/debuffs and mix of tanks/DPS to have a chance against the high-end content. But CoH has never really been that way. It's always been a more casual type game, where you're not expected to have to IO-out with the very best enchancements, maintain a top-tier build, and recruit a tight-knit group of experienced raiders on specific required characters for each given challenge. People expect to just get 16-24 people together, and then run through the trial. It's actually pretty rare to fail iTrials, in my experience, assuming you have a full roster and no major lag issues.

    But Magesterium is actually a real challenge. You need a well-coordinated force with the right powersets to reasonably expect to beat Tyrant. Then, to top it all off, the reward is pathetic. Kill Tyrant: get a common component. I mean, seriously? Why even bother fighting past the initial phase, where nearly all the iXP is obtained anyways, when you could probably finish BAF twice in that time? You don't even get the badges you earned during the earlier phases unless you beat Tyrant, so there isn't even a reason to bother trying for some extra bonus astrals. In fact, Mag is probably one of the least rewarding trials, even though it's arguably the hardest.

    Note, I haven't bothered running Mag since the first few days of release, after getting all my incarnate characters' hybrid slots unlocked, so I don't know if things have been adjusted since then.
  25. Quote:
    Originally Posted by Hatred666 View Post
    Some of the mill decks are no joke. The ones built around the plainswalker cards like Jace Beleren are almost unbeatable if built and played right.
    Outside of Limited (booster draft, sealed deck, etc.) mill strategies have always been a joke. Milling cards has no immediate effect on the game state, and all it takes is something like a single copy of an Eldrazi Titan in their deck (which causes the graveyard to be shuffled back into the library when it enters the graveyard from anywhere) to render all that work meaningless.

    Every version of Jace costs at least 4 mana to play, and even a <$100 burn deck should kill you by turn 4. And I'd love to see a planeswalker-focused mill deck fight through a permission strategy. But that is why WotC has weakened those non-interactive deck archetypes (burn and permission) because while they're quite potent, they're just no fun to play against.

    There is no form of deck in Magic that is unbeatable. That's one of the best things about the game, every strategy has a foil, and nothing is 100% effective.

    That is also why City of Heroes is so much fun, because the devs don't force you to play your character in some pre-determined fashion in order to cover a specific role. The archetypes inform the player what the character is meant to do, but there is a LOT of wiggle room as far as build priorities. My plant/storm controller feels more like a DPS class than a controller a lot of times, with tons of great AoE damage and lots of fun chaos-inducing powers. However, I am still providing controls and buffs/debuffs while I'm at it, so my primary role is still fulfilled.