Torrynt

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  1. Right, other than make some Pseudo Pet happy for a few seconds... not that they can do anything with +RECH...
  2. One other point to make. Basically, what you are asking for is to take away my convenience to boost yours.

    As it stands, I can get on any TF I want, usually in a couple of hours. I like to team and there are plenty of teams running this content at most times of the day.

    You don't like to team. You want to start a TF whenever you want.

    This MAY (and in my opinion likely will) reduce the number of teams running this content. So for your convenience, I now have to wait weeks to get on that same team I could have in a matter of hours or at worst a day or so.

    That, for me, is the negative impact. Obviously, if you solo, there is no negative impact at all.
  3. Quote:
    Originally Posted by The_Britisher View Post
    That's actually not true at all. The simplest proof of that is the fanatical responses team players give on the forums all the time. Maybe a drop in some Pugs, but as we all can attest, that may not be such a bad thing. LOL
    Forums are rarely proof of anything. Again, there are already examples in game where changing content to be soloable reduces the teams that run that content. Drastically.

    Quote:
    However, the prososed QoL change is not a negative.
    In yours and a few others opinion. Saying it over and over does not make it so.

    Quote:
    In proposing this I haven't thought about it lightly. Naturally the inside aspect of the game has more things to consider that I don't know about, but my proposal, at least from what we all know as players, is solid and fair.
    Fair, perhaps. Solid, debatable. Whether you've thought about this for a day or a month doesn't really matter. There are issues that you have not considered or explained to at least my and others satisfaction. You apparently don't like to team, so of course there is no negative impact, FOR YOU. For the those of us that like teams and teaming based content, this is probably not the case.

    Quote:
    MMOs are always changing. That;s their nature and we have to accept it. This is one change that makes it more fair for all players. I say as long as it works, and doesn;t mess up the game as it is now then it should be a priority.
    Ok then we can agree to drop it since it messed up the game for at least a significant number of people. Glad we agree in this.

    Edit: I get that you're passionate about this. That's fine. However, saying this is how it is over and over, contrary to historical evidence in the game is kind of pointless. You can argue that the reduction of teams will not hurt the game as much as letting more solo content in. That's a position I can at least respect. However, burrying your head in the sand and telling us there is no negative impact is silly especially when you are telling people to open their minds.
  4. Quote:
    Originally Posted by The_Britisher View Post
    If all I'm asking for is the possibility of opening up certain epic parts of the game to singular players, then why are some of you so dead set against that change?
    If the change has no negative effect, and is done properly, doesn't that also make the option available to you?
    I am dead set against that change because I do feel that it will have a negative impact on my ability to muster a team to do a TF or SF.

    Unlike your opinion, I have brought up a change in the teaming aspect of the game that was introduced when people were allowed to solo content they previously teamed to do. The amount of teams drastically decreased in that small area of the game. While this may or may not happen by opening TFs to soloists, it does lend credibility to what I am saying.

    Also, you are currently not locked out from doing this content. You may be locked out for a period of a few days, but if you have the time to do the content yourself, you can find a team to do it as well. So for a small amount of the game which is entirely optional, you need to team. I don't see that as much of a barrier.

    It does make teams form, which many of us like to see. Since you are not blocked from earning the rewards, or joining one of those teams, I see little problem with leaving well enough alone.

    Basically, you can not prove that there is no negative impact. I can show you places where making things solo friendly has reduced the number of teams. So how can you say there will be no negative impact?
  5. Bill I appreciate a straightforward response even if I don't agree with it.

    Let me ask a follow up.

    Given the total drop off on PL type teams in PI once the slider was introduced, why would you not expect a very steep drop off on teaming for TFs? I personally think that many of the hard core people who form the TFs now are the same people that would happily solo it since they have IOed out toons and are hardcore min/maxers who want more merits.

    I personally think that those same hardcore are also the ones driven enough to get teams and TFs going every day. Although that's just opinion and conjecture.

    No one ran any of the longer TFs for anything other than the accolades before merits. So I find it hard to believe that it's really a content issue for the most part.
  6. Quote:
    Originally Posted by Bill Z Bubba View Post
    And now you're also seeing what I spent years up against. It's just not worth it.

    Mulitplayer means that you CAN team with other people. It does NOT mean you have to.

    Thankfully there WILL be solo-centric paths for the incarnate stuff. It will probably be much slower than going the team route, but it will be there. Or at least, the devs have stated as much but with the recent overhaul they may very well have dumped that plan. We won't know until we know, obviously.
    Right.

    There is nothing in the game you have to team for.

    Merits, check. Can do missions or Oro arcs. Some of which were even old TFs.

    Hero Merits, check. This has to be the biggest solo boon created.

    Tickets, check. AE seems to have been designed for solo farmers to custom critters to their S/L capped toons.

    XP, check. Difficulty sliders means you don't even need those bothersome door sitters to plow through x8 sized spawns. We'll even remove the bosses for you.

    AVs, mostly. There are certainly a number of ATs that can. You can also get these missions on your own and spawn them as EBs for the badges.

    So in a game that has catered to solo play, which mind you is a good thing, what is the problem of leaving a small aspect of the game geared to teaming?

    If you like this idea, can you answer the following:
    (1) Do you think the number of teams doing TF/SF content will drastically reduce like the number of teams offering PLs in PI did? If not, why do you think they won't?

    (2) If the devs make it challenging enough to offer merits, do you think that everyone will be able to solo it?

    (3) If not, how do you propose to help the people who currently can find a team for any TF pretty much any time would go through this content? Let's assume a FF def, Sonic def, pre pet emp troller, pre stamina tank, etc.

    (4) Why do you feel it's unreasonable to have content that's team only, when the same rewards can be achieved in other manners in the game? There is no exclusive shineys (other than hami-o's that you can not get in game solo)
  7. No it's not.

    Again, making this content soloable will actually do more to restricting it than open it up. To make it worth merits, they have to make it a challenge. Which means that many toons will not be able to solo it or solo it at any acceptable speed. The people forming and running them now are typically the hardcore merit grinders. They need the rest of us to make the TF/SF run.

    If you doubt this, head to PI and see if you can get into a farming team. A few issues back, I could head to PI and the area was saturated with tells for people forming teams. Why? A fire/Kin could take his 4 buddies and wipe the map. It was no sweat for him and he needed the door sitters/players to bump numbers. Add in the difficulty settings and bam those teams are gone.

    Now, I don't really bemoan the loss of the farming/PL teams. However, it does illustrate what will happen. All of those team slots disappeared of which many cycled over to the TF/SF teams which are now grinding merits.

    Make that solo, and those teams will disappear too. The hard core will do it themselves now, some others will manage and lots will just not be able to do it and have little avenue to get there.
  8. Quote:
    Originally Posted by The_Britisher View Post
    Also, I probably won't be reading too many replies on here as there have been many bad experiences with trolls, close-minded replies in the past to ideas/topics that should have open discussion/consideration.
    Again, just getting the word out. More features are always more preferrable then less. You never know when you might be in a similar situation.
    So you toss an unpopular idea out and hold your hands over your ears because people might disagree with you? Then you call everyone ELSE close minded?

    That sir gets a 8/10 on the troll scale! Well done!

    As for the idea, no thank you. As it stands, soloists have access to everything in the game. Hero tips are a huge equalizer. You now have a path to get all the rewards you want at your own pace. Please leave the TF/SF's as teaming content.

    My reasoning is this. I don't make uber toons all that often. If you make this solo friendly, you pretty much exclude the SF/TF content from those of us that have decent but not killer toons. Why? Because most of the hardcore players who grind merits have toons that could solo a TF. Which means they will. Which means less TF's being open for invite.

    So no thank you. It's an MMO and a very solo friendly one. I think it has about a perfect balance between the two and should stay this way.
  9. That's because you only get a chance for recharge on the initial hit. Every chain gives a chance for the pseudo pet to get a +rech bonus. IT's lame, but that's how it works.
  10. For what it's worth, I leveled both of them faster than about any characters I had. They averaged about 3 weeks to 50. Why? It's easy to find stone tankers who want you on their teams. I also really wanted to like this character... badly. I love Kin on controllers, and Rad has the AOE goodness that would seem capable of making it shine.

    So I was willing to try the ride to 50 (since it was such a short one anyway) and make sure that I wasn't missing a hidden gem somewhere along the way.

    Also, I don't hate the character. I think in my guide I mentioned it's a fun set. However, it's not a good set. It also points out some of the glaring discrepencies among the ATs. I am editing the guide to be a little less harsh, while including the corrupter information in it as well.

    Since my initial gripe on the Defender version was damage output, it seemed reasonable to try the corrupter version. Lo and behond, same isssues with perhaps a little less hastle getting there when you don't have a team... (although with the change to the inherent that issue might be gone as well).

    As for the purpose of the guide, I did the trip to 50, now twice. I wanted to share my experiences and open eyes if someone wants to go down the road. I could just post that the AT is underpowered... but most people would dismiss that as a troll. I've played it, put the time in it, highlighted what it does well and how to play one if you want to go about it.

    Before editing the guide, I was going to solicit opinions on the corrupter side to see if anyone else has made this work. It certainly is possible that I've dropped the ball.
  11. I think people see this combination and the natural pairings... -DEF and a lot of AOEs. It really should work great. However, you forget how useless KIN is for survivability and how low Defender/Corrupter damage starts. You end up with a sub par blaster who can really make a team move into overdrive.

    As long as you approach the character with that in mind, it's just fine. Otherwise, be prepared for disapointment.
  12. Well with GR going live I took the time to level up a Rad/Kin pretty much expecting a similar but slightly better experience than a Kin/Rad. I think I am pretty spot on for my expecations.

    Levels 1-20: Far better than a defender. You get your attacks quicker, do more damage with them, and have scourge too boot. While the new Defender inherent will make the solo performance about the same, I actually enjoyed the 1-20 ride.

    Levels 21-30: If you are on a team, which you will be a lot... it's fine. Again, you have lots of attacks and can do decent AOE damage. However, your attacks are starting to fall behind the damage curve. You are also starting to see the glaring weakness that is your lack of Defense of anything more than a powerful heal, and a single target stun.

    Levels 31-38: Things are pretty painful at this point. I think here the defender has an advantage as they bring more ot the table from 32 on. They have their set definding buff and can really help a team. Their damage is better as they can self buff for some nice damage. They also get their second/third main AOE at 35 and can begin to add some nice but small AOE damage.

    Level 39+: I'd say corruptors have the edge. You can finally get some defense and with IOs manage to make an average toon. There are some things that a Rad/Kin can do well, however, like the defender I think there are typically better toons to do it. Rad is just not a great pairing for Kin when it comes down to it.

    Strengths: Team damage support with light AOE addition to the team. Very active set, kind of fun.

    Weaknesses: NO defense without heavy Power Pool slotting, Epic shields, and IO help. Every fight is a damage race.

    So have any of you had any experiences with Ran/Kin that are different than what I found? If so, how are you approching this set?
  13. So I am at a loss as to which Epic to choose with Elec/Elec. This is my first Dom, and I like the class. However, I really have little idea on which pool to go with. Any thoughts?

    I am aiming for permadom... however, that's way down the road. I'm at like 50% rech w/o hasten, so it's close, some of the time.

    Which pools have people liked so far?
  14. No doubt on this. However, if you had people dying on the team, then your efforts as a tank were not as good perhaps as putting those buffs on the people who could consistently pull aggro from you. People are rude, I routinely play a KIN, so I buff every mob typically, most do not wait.

    However, if they roll through the content, I don't let it worry me. I keep the buffs up as I can and do whatever else I can do in the mean time. They're rolling. Even if I want them to wait for me to finish, it really slows things down, so I go as I can and everyone is happy.

    Kazuo, I have no doubt you have a good character. However, if people are dying, personally I think they have a right to wonder and ask why you are not giving them a buff to keep them alive. They may be stupid players. However, you might also find your kill speed goes up with them playing reckless and shielded by your buffs. I know that as a Kin, SB on everyone adds more damage than nearly any attacks I can make.

    Edit: Consider a blaster. If I start a mish and unload and realize no one can hold aggro, I hold back. I am now under a 50% or greater damage debuff since I have to rely on ST attacks and the odd AOE. When shielded, I can let loose and even if I get aggro, can live through it. Your bubble increased by damage tons. Sure I am smart enough to survive without, I'm just not as good. Just something to think about.
  15. I think the biggest thing people can do to alleviate stress is that if the team is rolling, don't complain. Soak XP/inf and move on. I used to get mad when I tossed out Ice Slick and someone would toss an immob on in. Then I sat back and realized that most times the team was rolling along. People weren't dying and we were fine. So I don't complain about it. There should be no complaints on a team ripping through things.

    Same thing for the OP. You want to play tank and keep your buffs to yourself. If you think your three attack powers mean more to the team than buffing other players, fine. As long as we roll along, it's all good. When things go bad... well that's when the leader has every right to ask you to switch up.

    IE, go ahead and tank if you want, but make sure everyone has bubs before you dive in. We'll wait.

    If it's not your team, getting kicked is their option to remove what they think is a sub par and disruptive element. They may be right or wrong. However, you are not using your toon as good as you could and they have the right to ask that you do.
  16. It's your game, play how you wish to play.

    However, when you come on to a team that someone else has taken the effort to form, you live by their playstyle, not yours. That means if they are asking for buffs and you don't feel the need to do so, getting kicked is perfectly acceptable. Likely they did replace you with a def/cor/or another MM and were quite pleased.

    Personally, I try not to invite MM's to teams unless I know the player. Between the pet crowding and pathing and the attitude that henchmen who do not accrue debt and can be re-summoned are more important than players are sadly common. So I avoid the problem entirely. There are plenty of good MMs out there, but often times they are more hassle then they are worth.

    If you were on my team, and if faceplanting was a fairly common occurrence, then I would ask that you buff the team. If the team is steamrolling, then I really wouldn't care. We're winning easily, you don't get a bonus for winning more. Basically, I'll give everyone on the team a chance to play their way. If the team fails, that's when I start to make suggestions or kick if people don't wish to adapt.
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  18. Quote:
    Originally Posted by Avatea View Post
    Patch notes for build 1850.201009101722.1T.
    Invention
    • Chance to Heal Self IO's will no longer heal enemies when slotted into Chain type powers.
    Does this mean that the Heal Self IO will give a 20% chance to heal for each time it chains? Or is it still one check on the initial enemy?
  19. I've seen a few posts like this in the past few days and every time I scratch my head and wonder, "do people really get that upset over a video game?". So you got beat... that's a little debt and a small bump in the road on your character's progression. It takes all of a few moments to get out, and other than time, there is really no penalty for dying.

    Ragequit and post seems a little excessive. I've been wiped, but I actually like it when that happens. Means I'm pushing the envelope of my character, which makes the game challenging.

    So keep the ambushes for me, and if they aren't always fair, that's ok too.
  20. That build is a lot more survivable and I like it better. However, you are loosing a ton of ST damage in return for 6.25% recharge and a few end. Try it on test and you will be amazed at the ST damage difference.

    Good luck with the build, it was a painful road for me and not one I would ever wish on any player other than a very experienced one.
  21. Well I see a few things. First of all is Neutrino Bolt. Without procs it's really not enough damage to be slotted thus. I like to 6 slot mine with the following:

    Level 1: Neutrino Bolt -- Apoc-Dam%(A), ShldBrk-%Dam(11), LdyGrey-%Dam(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)

    When you consider the damage difference, you get this:
    Average for just slotting 90% damage:

    Base = 25, enhanced = 25 * 1.9 = 47.5, capped at 110.
    At damage cap:
    Average damage 110. Max damage 110. Min Damage 110.


    Now adding three procs and 3 slots for acc/dmg, 2@20% and 1@33% you get the following numbers:


    Additional proc damage.
    20% @ 72 damage = 14.4
    20% @ 72 damage. = 14.4
    33% @ 107 damage. = 35.3

    So you get...

    Base = 25 (93), enhanced = 25 * 1.6 = 40 (108), capped at 101 (168).
    At Damage Cap:
    Average damage 168. Max damage 352. Min Damage 101.
    Chance for any proc = 58%


    I know it's one more slot for you, but if you are going to use this for a ST attack, procing it is the way to go. I do more ST damage with it than I do with some scrapper attack chains.

    Second problem that I see is that you have no defense. The largest problem with a Kin/Rad or Rad/Kin is the absolute lack of defense. You have a ST disorient and a very good heal... oh and you can kind of sap. You will faceplant. A lot. If you try and solo any sort of content you will get frustrated very fast except on the easiest difficulties.

    Getting into the fighting pool and aiming for IO set bonuses to boost your def is a really really good idea. I'd loose stealth, IR, and Veng to get them. That will add some S/L res as well as some much needed defense. Plus with a proc in sprint, you can get stealth anyway (although you loose some def).

    I do like having hasten, but you have lots of recharge as it is, so I can see living without it... still it is nice, and adds to the machinegun effect of NB.

    Here is a defender build I had used and did ok with it. You can also read the guide I wrote as it pertains to the Corruptor version of the class as well. It has 57% S/L Resists as well as 25% defense to just about everything. It's still not quite enough, but at least I can solo some content and with the awesome heal, survive. There is no Stamina in that build, which works fine with both Transfusion and Power Sink... it will be even better when Stamina is inherent. You could also drop SS and use IR if you wanted too.

    Hero Plan by Mids' Hero Designer 1.803
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Defender
    Primary Power Set: Kinetics
    Secondary Power Set: Radiation Blast
    Power Pool: Speed
    Power Pool: Fighting
    Power Pool: Leadership
    Power Pool: Leaping
    Ancillary Pool: Electricity Mastery

    Hero Profile:
    Level 1: Transfusion -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(3), Nictus-Acc/EndRdx/Heal/HP/Regen(3), Nictus-Heal/HP/Regen/Rchg(5), Nictus-Acc/Heal(5), Nictus-Acc/EndRdx/Rchg(7)
    Level 1: Neutrino Bolt -- Apoc-Dam%(A), ShldBrk-%Dam(11), LdyGrey-%Dam(13), Thundr-Acc/Dmg/Rchg(13), Thundr-Acc/Dmg/EndRdx(15), Thundr-Dmg/EndRdx/Rchg(15)
    Level 2: X-Ray Beam -- Acc-I(A)
    Level 4: Irradiate -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Dmg(9), Oblit-Acc/Dmg/Rchg(17), Oblit-%Dam(17), Oblit-Dmg/Rchg(37), Oblit-Acc/Rchg(40)
    Level 6: Siphon Speed -- Acc-I(A), RechRdx-I(7), RechRdx-I(11)
    Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9)
    Level 10: Boxing -- C'ngImp-Acc/Dmg(A)
    Level 12: Speed Boost -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(40)
    Level 14: Tough -- ImpSkn-Status(A), Aegis-Psi/Status(31), S'fstPrt-ResDam/Def+(40)
    Level 16: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(23)
    Level 18: Tactics -- GSFC-ToHit(A), GSFC-ToHit/Rchg(19), GSFC-ToHit/Rchg/EndRdx(19), GSFC-Rchg/EndRdx(23), GSFC-ToHit/EndRdx(25), GSFC-Build%(25)
    Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(21), LkGmblr-Def/EndRdx/Rchg(21)
    Level 22: Aim -- RechRdx-I(A)
    Level 24: Electron Haze -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(43), Posi-Dmg/Rchg(43), Posi-Acc/Dmg/EndRdx(46), Posi-Dam%(46)
    Level 26: Transference -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(27), Efficacy-EndMod/Acc/Rchg(27), Efficacy-Acc/Rchg(34), Efficacy-EndMod/Acc(34), Efficacy-EndMod/EndRdx(34)
    Level 28: Cosmic Burst -- Decim-Acc/Dmg(A), Decim-Acc/Dmg/Rchg(29), Decim-Acc/EndRdx/Rchg(29), Decim-Dmg/Rchg(31), Decim-Dmg/EndRdx(33)
    Level 30: Combat Jumping -- LkGmblr-Rchg+(A), Ksmt-ToHit+(31)
    Level 32: Fulcrum Shift -- Acc-I(A), RechRdx-I(33), RechRdx-I(33)
    Level 35: Neutron Bomb -- Posi-Dam%(A), Posi-Acc/Dmg/EndRdx(36), Posi-Dmg/Rchg(36), Achilles-ResDeb%(36), Posi-Dmg/EndRdx(37), Posi-Acc/Dmg(37)
    Level 38: Atomic Blast -- Oblit-Acc/Dmg/EndRdx/Rchg(A), Oblit-Acc/Dmg/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Rchg(39), Oblit-Dmg(50), Oblit-%Dam(50)
    Level 41: Thunder Strike -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(42), Oblit-Acc/Dmg/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Rchg(43), Oblit-%Dam(46)
    Level 44: Charged Armor -- RctvArm-ResDam/EndRdx(A), RctvArm-ResDam/EndRdx/Rchg(45), RctvArm-ResDam(45), RctvArm-EndRdx/Rchg(45)
    Level 47: Power Sink -- Efficacy-EndMod/Rchg(A), Efficacy-EndMod/Acc/Rchg(48), Efficacy-Acc/Rchg(48), Efficacy-EndMod/Acc(48)
    Level 49: Super Speed -- Zephyr-ResKB(A), Zephyr-Travel/EndRdx(50)
    ------------
    Level 1: Brawl -- Empty(A)
    Level 1: Sprint -- Empty(A)
    Level 2: Rest -- Empty(A)
    Level 1: Vigilance
    Level 0: Ninja Run
  22. I'm playing Elec/Elec so this might be different... but I do love Chain Fences. I have it two procced and it's a poor AOE/control power. With the two procs, it speeds up soloing large groups noticeably and if you layer confusion and knockdown, you can spam this and get some decent damage since the recharge is quite fast.
  23. Torrynt

    Floors?

    Thank you all very much. I have been proceeding with my base and it is taking forever, but I'm learning as I go and enjoying the process. One step forward and two steps back Oh, I settled on Grey desks as my flooring material, which seems to work quite nice.
  24. Torrynt

    I19 Wish List??

    (1) Base love.
    (2) Cross faction SGs for Vig and Rog types.
    (3) More tip missions
    (4) Spruce up older content.
  25. Torrynt

    Floors?

    So I am pretty new at building. but am working on a 3D room layout. Can someone let me know what is a good floor material, something that isn't transparent on the bottom?

    I've found safes and stone blocks can work. Is there others?