UberGuy

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  1. Quote:
    Originally Posted by Gospel_NA View Post
    Now when you do receive a defense debuff is only your defense affected or is your defense debuff resistance lowered as well?

    Look at my /SD build and my /SR build my /SD build has 91.4-94% DDR depending on how I slot and my /SR build has 96.1% DDR.

    If DDR doesn't drop when debuffed I feel much much better about the efficacy of these sets for my purposes.
    DDR should not be debuffed. They are two separate attributes, and the attributes are not mathematically interconnected. (Your DDR is not a function of how much +defense you have.) Critters that apply -defense debuffs to date only apply -defense, not -DDR. So there's no reason DDR should decrease.
  2. Quote:
    Originally Posted by Steampunkette View Post
    /thread
    I haven't posted in this thread before, because I don't really have a strong stake in this. I'm OK with how it all works in CoH:F, but I can see people not liking how it works.

    However, your quote above smacks of a presumptuous attitude that you have enlightened everyone else with the One Truth. That irritates me, because your post does no such thing.

    Quote:
    And for those of who you tout the "Nearly" in the first statement it is negated by the word "Including". By putting that specific word into the statement they state that access to it will be retained.
    This requires assuming that "including ... expansions" applies because Incarnate content was bundled with Going Rogue. Yet the debate over whether that's the case is what the whole thread's argument is about, and your "/thread" did nothing to shed greater light on it. You can't declare that argument won by fiat.

    In my opinion, the weight of evidence about what is "promised" with respect to Going Rogue including Incarnate access is on the side of folks saying it was not bundled. Only one official info source anyone has dug up for GR references Incarnate powers, and that's the presence of an Incarnate info page appearing under the GR heading. Incarnate powers are not listed on the game boxes, not in the (US) online store page, etc.

    In my opinion, that only leaves open to debate the argument about whether unambiguous mechanical gate linking running iTrials to owning GR shows that Incarnate content is "bundled" with GR. Gating is not the same thing as "included with", but gating clearly shows a link. In my opinion, that is a situation vague enough that either side's argument can be said to be weakly valid. If either side's argument can apply, then the devs get to apply the one they want. Some people may gripe about the dev's choice, but we can't fairly say for sure that the devs were being disingenuous or "screwing" anyone out of anything, because the situation is vague.

    When arguing about the interpretation of something vague, nobody gets to whip out "/thread" without looking like they're just full of themselves.
  3. Quote:
    Originally Posted by Winterminal View Post
    The convention is no different than anywhere else in the game. If a level 35 character goes to Peregrine Island, it will quickly become very apparent that they will need to seek out greater strength OR help from other players in order to compete with most of the enemies there. By the time a player hits 50 and gains access to incarnate content, he/she should be more than familiar with the concept of having to get stronger to take out the tougher targets.

    To use that same example: say for whatever reason (conceptual or otherwise) a player wishes for a character to remain at 35 indefinitely, and therefore turns of "Earn XP." That player is acknowledging that he will be weaker than the level 50 characters, and will probably have a much tougher time when teaming with level 50 characters and tackling the associated content. If he gets tired of it being difficult, he/she can always continue earning xp and leveling, just as an incarnate character can always build a power for that one incarnate power they skipped.
    Clearly, picking Incarnate powers is not the same as making our powerset power choices. It's similar, but not the same. That is a design choice, and it certainly didn't have to be designed the way it has been, but I do believe it is a reasonable design choice, and I think its a choice with far-reaching balance implications for the whole Incarnate system.

    There are vastly fewer of Incarnate powers than there are powerset powers, Incarnate powers are incredibly potent, and any given Incarnate power functions the same on any character. By assigning their availability in a fixed order, the devs can more easily build iTrial content which assumes that availability.

    Following that line of thinking, I believe that mapping the more-or-less linear progression through the slots map to iTrial challenges is directly related to the seemingly outrageous strength of some of the Incarnate powers. The first half of most of the Destiny abilities provide as much or more core benefit of some whole powersets. Judgement powers compare favorably with the most powerful attacks in ranged blast sets. While they last, Lore pets are frequently more damaging than many top-flight builds on damage-oriented ATs. I believe that such immense power was given to us explicitly so that the devs could be allowed to make assumptions in Incarnate content that we actually have these incredible powers available when facing later challenges. By this logic, the BAF and Lambda are the easiest, fastest iTrials to run because they may assume leagues have no Incarnate powers available.

    Now, you alluded to all the above, but I don't think you covered that this mapping needs to works in reverse, as well. Indeed, considering how the reverse mapping of later Incarnate powers to earlier iTrials may be critical to understanding how the whole system fits together. Consider that we don't yet know publicly what future Incarnate slots will offer us. Genesis may offer something that makes, say, the BAF even easier than it is now. If we can use the BAF to earn iXP towards Genesis straight away, and all iXP is equal for unlocking all slots, then once we unlock Genesis we can use a Genesis-fueled BAF rampage to unlock other slots we want without facing challenges that were designed to assume access to Genesis.

    Now, pehaps all iXP is not equal, and only certain iTrials unlock certain slots. In that case we need to go back and look at the forward mapping. If only certain trials provide iXP that unlocks Genesis, and if that content assumes we have and Lore and Destiny unlocked (either through hard-coded gates or content design), then the iTrials themselves are enforcing the linear slot progression on us even if the Incarnate system itself does not. On the other hand, if the content to unlock Genesis does not assume Lore or Destiny, we're back to asking why they are so strong.

    I agree that there's no strict imperative that slot-to-iTrial mapping be enshrined in the progress map. The devs could let us free-form our progression, and then leave it to us to realize we perhaps need to revert back to running easier/older trials to grab some now-pivotal Incarnate power we skipper earlier because a new trial calls for it. However, I think then the iTrials we use to earn them should then be much more generic in terms of its assumptions about the Incarnate powers we are bringing to them, especially when running earlier trials to unlock later slots, which I think then translates into the strength of these powers being much less significant, because they aren't expected to be able to individually propel a league over massive mechanical challenges in later iTrials.

    Quote:
    The point of this long-winded post is simple: if a player wants only a Destiny power on a certain character, why should he/she have to work towards unlocking other powers first when it is clear that, by skipping these preceding powers, he/she would be leaving that character lacking certain abilities that will be useful for future content?
    If I could turn that around, why shouldn't he/she have to? I don't see a strict analog between the Incarnate slots/trees and choosing primary/secondary powers. Progressing up the trees is like a multidimensional level progression path. Looking at just one dimension for a moment, just as level 49 precedes level 50, so to does Judgement precede Lore. Picking Incarnate powers obviously has some similarity to picking our powers in the 1-50 game, but it's not the same.

    I grant its totally fair that you would like it to be the same, but I don't think it's inherently better, and I'm not sure that "flattening" the progress choices necessarily results in the same power balance (such as it is) that we have now.
  4. Quote:
    Originally Posted by EvilGeko View Post
    Actually, I'll bet that the primary reason that merits came about is the Katie Hannon Task Force and the 15 min. rare recipe.
    Absolutely. Yes, there were folks that complained about the random nature of Task Force drops. I promise that they were folks who weren't running Katie Hannon into the ground. For the folks that were running Katies and Edens non-stop, the switch to a point-based system was a noticeable nerf in net reward rates.

    Was it a good thing to do? Let's say I don't think it's optimally healthy for a game for one activity to be far-and-away the most rewarding per time invested, and the Reward Merit system levels the reward rate "playing field" for most content.
  5. Quote:
    Originally Posted by DarkWalker View Post
    BTW, unless you want the game to cater to a very small niche, a MMO better be fairly easy; most of the players out there are casual and not very skilled players, who will change games as needed until they find something they can enjoy a reasonable degree of success. Does not mean everything in the game needs to be easy, just that even an unskilled player needs to feel like he isn't forever stuck, like he can accomplish things.
    Be that as it may, I don't think many people equate greater access to respecification with ease of play to the degree that you do. Greater access to respecification is a QoL improvement many people might appreciate, but I don't suspect it drives away a meaningful number of players.
  6. Quote:
    Originally Posted by ketch View Post
    Random rewards are no longer a bonus when they become the primary path to acquiring the incarnate abilities; at that point, they become they primary path to acquiring the incarnate abilities. Progression outside of that then becomes the bonus. Furthermore, if a better deterministic path renders random rewards pointless, isn't the contrary true: random rewards make the deterministic path pointless. Why then is that ok?
    Because that's not correct. The deterministic path serves to ensure that the random path cannot screw someone too badly due to bad luck. It's a escape hatch. A deterministic path needs no such safeguard.
  7. Quote:
    Originally Posted by CactusBrawler View Post
    Oh have they patched it? It used to show up even on people who were say, tanking one of the robots in the BAF.
    Since the patch where they stated it would be "easier to get incarnate components", I have heard of no one getting 10 Threads. That includes some people that arguably should have.
  8. This has happened to me and to three other people I know. It's random, and seems to be a bug in the log-in interface.

    It's never persisted for me past restarting the client. It's happened to me about 3 times.
  9. Quote:
    Originally Posted by ketch View Post
    I'll concede that it's a personal perspective. I enjoy working toward a set outcome more than risking a roll of the dice.
    So do I. I'm not saying I prefer a random progression. I'm saying that given the design choice to create a random progression, including with that random progress a parallel deterministic progression that actually provides faster progress than random progression actually negates the choice to have a random progression.

    I'm not disagreeing with your preference - I actually share it. My manifestation of that though would be not to include random progress at all.
  10. Quote:
    Originally Posted by ketch View Post
    I agree with this 100% and I have commented as such in other places. Progress to the third and fourth tiers seems to hinge on luck. The deterministic path to acquiring these things should produce faster results on average than random drops.
    That seems an odd assertion. It's not one I agree with, because it makes the random progression basically pointless. The point of a deterministic path combined with a random one is to provide a means to short-circuit long runs of bad luck. It puts an upper bound on how delayed your progress will be due to low-yield rolls. If that upper bound is lower than any reasonable result from random rolls, then random rolls really just ought to be removed all together.

    Now, I don't like that there are random rolls, and therefore I would be OK if, with some other changes to go with it, the random rolls were indeed removed. But I have no illusions that the deterministic path would be faster than the random path we have now.* The devs have a vested interest in making this be a slog of some sort.

    * And since I have had rather fantastic luck, my progress would probably be a lot slower under a purely deterministic system.
  11. Quote:
    Originally Posted by Captiosus View Post
    See - This is what I meant a few days ago when I said that the length, mechanics, and player attitude (towards other players) of Underground is getting a little too WoW-like for my tastes.
    How is my pointing out that Tactics is actually a fairly ubiquitous power an indication that the game is becoming more WoW-like? I'm pointing out that i's actually quite likely that some of the people people assembled for a PuG are going to have a beneficial power for overcoming probably the trial's biggest mechanical challenge. The numbers given were meant to be evidence of that usefulness, not some min/maxing exercise.

    Case in point, I have Scrappers and Brutes with Tactics.

    I'm not seeing how "it's very common to find people with this helpful power without even trying" equates to "WoW-like". Contrast this with Keyes' "need people with a healing/regen power of some kind".
  12. Quote:
    Originally Posted by Hyperstrike View Post
    My response is "So what?"

    If they're already rocking the other trials so endlessly, there's a good chance they'll hit these too. And if they have them in minutes, who actually cares? I don't.
    The devs care. No, really, it matters to them. They're creating new content. They have a vested interest in providing people a motive to play that content. If the content is escalating in difficulty, which I think is necessary because playing the content escalates our characters' power, then letting us bank progress by playing easier content invalidates the entire notion of giving us greater abilities with which to overcome greater challenges.

    Quote:
    Which is kind of what I'm irritated about. Now, if it is merely a difference between running tons of them to build stuff up that's one thing. If its' "SuperJoeBlow ran 30 trials and got all the salvage he'll need to craft tier 4's" while SuperJohnDoe runs 10x that many and is still having problems getting stuff together or is having to cash in Empyreans due to the luck(lessness) of the drop? That's what irritates me.
    I'm not a fan of the random salvage mechanic. Not a fan at all. Edit: And it's been very kind to me, I might add.
  13. Quote:
    Originally Posted by Winterminal View Post
    What I'm worried about is the "necessities" for unlocking the next round of slots. My Incarnate desires have never been more than one or two of the Incarnate powers per character (a couple don't even have anything past Alpha). None have any Lore nor Destiny powers, and only one actually has those unlocked. Based on the pattern, all of the current slots will have to be unlocked before one can access the later slots. If there are powers released in the next wave that conceptually apply to one of my characters, I could have to power through up to 4 slots worth of iXP just to access them.
    There is a balance issue with this, however. Let's say you don't bother getting your Lore and Destiny slots. Your character is going to be significantly less powerful than someone who does have those, at least on a conditional basis. If they balance the later trials on the assumption that you don't have those powers, the later trials will be much easier for people who do have them.

    Now, I understand there being a distaste for this. Until now, the sidekick system has mitigated this effect to a significant degree. There's currently no such thing as "incarnate sidekicks". But I'm specifically addressing letting us apply our iXP where we want to the extent that we get to skip slots. That creates a potential spread in power for characters in the trials that I am not sure is manageable.
  14. Just to add, based specifically on Positron's blog on the subject (which I had read before I20 came out), I do expect them to create new component requirements for the next wave of Incarnate slots.

    I also have some expectation that those new components may only drop from trials released with and after the new slots. However, doing that creates the issue that the new "tier" of iTrials will start over the cycle of not having enough different trials to run, and if the devs have learned anything from these first four slots, I hope it's that the community really dislikes that "content reset". For that reason, I am hopeful that they will instead be more inventive. However, I have a hard time seeing them let a BAF be worth equal progress as something designed to expect us to have two or four more Incarnate powers. That doesn't mean the BAF has to be completely off the list, but it probably means its reward has to suffer some lossy conversion to the new "tier" rewards.
  15. Quote:
    Originally Posted by reiella View Post
    May just be a case of differing personal opinion, but I really don't like the UG trial [in COX] that much, yet it's getting a very good bit of play time now.
    The UGT doesn't require much more league-wide coordination than the BAF or Lambda do. Probably the most complex, multi-role activity in the whole trial is the "trap" room. Most other problems require mostly that the league be able to pump out high levels of effective DPS, and that individual players do reasonable things in response to big red warnings. The only real league-wide requirement is that there is enough Confuse protection/resistance.

    My feeling is that a league of players with strong characters can largely brute through the UGT acting as soloists with a common goal, where they have to depend more heavily on one another in Keyes. I think getting that coordination is much harder in a PuG. I think that creates a negative feedback - some people who might be good at it don't want to run it because they don't trust a PuG to succeed, meaning those who do try it are denied those people who might help them succeed.
  16. Quote:
    Originally Posted by FloatingFatMan View Post
    And this is why I don't bother with the incarnate system anymore. If they're going to make all my effort pointless, I won't bother wasting the effort in the first place.
    Um, what? That seriously doesn't make any sense at all. You can progress through what's available now, and then stop. That progress will not be wasted.

    This of course has nothing to do with whether you like or want to progress through what's available now. I'm addressing the idea that time spent doing so would be wasted.

    Edit: Reading more posts, I'm guessing you're actually talking about running iTrials beyond what you need to get where you wanted... why would anyone do that? Why are you making a point to complain about doing something that it doesn't make sense for anyone to do?*

    * Bear in mind that there are other reasons to play iTrials than Incarnate progress, now. Astrals and Empyreans can buy stuff. Again, setting aside whether any given individual is (still) willing to run the trials, and just observing that something can be gained from doing so, even if all of a person's characters are "done" with Incarnate stuff from them.
  17. Heck, I spend a noticeable amount of time at the defense hard cap in iTrials, at least in the big dog-piles around AVs.
  18. Quote:
    Originally Posted by Xanatos View Post
    I wish I was joking. The main reason the devs don't want to do this is because of PVP. They (wrongly) think that having the option of turning off power pool graphics will affect pvp. I can understand the concern here. Players would eventually want all power graphics to have a disabling option...which would be a PVP nightmare. But I think if such an option was EXCLUSIVELY given to PPs and nothing else...the impact on PVP would be minimal at best.
    They already have tech to exclude power customization effects from PvP. They're live and in use today. They shouldn't need to have any impact the devs don't want to have.

    Edit:
    Quote:
    And let's be honest. One of the appealing things about other superhero MMORPGs is that everyone doesn't have hands that glow orange.
    Heh, are you serious? That's like pointing out that someone else's girlfriend is prettier specifically because she doesn't have a freckle on her shoulder. Maybe it's a big deal to you, but I seriously doubt that's on many people's list of hot reasons to play some other game.
  19. Quote:
    Originally Posted by Energizing_Ion View Post
    It'd be interesting to see if a full balanced league of "Just been incarnatized" 50s could do the trial or not.
    With careful AT/powerset construction of the League, and skilled/attentive players, I would say yes. It's not something I would remotely recommend for a PuG.
  20. Quote:
    Originally Posted by Captiosus View Post
    Requiring more healing is one thing because there are a wide range of ATs that can bring healing to the league. That's vastly different than requiring more confuse protection, because that's not nearly as prevalent as healing, and the ATs that do have it only provide minor amounts, not nearly enough to mitigate AoH's confuse.
    Every instance of Tactics is between around 3.6 to 6.5 points of confuse protection, depending on the AT of the user. Even just a few on a team can provide a base that will help a team need fewer of other, larger confuse protections, like Clarion. But perhaps most importantly, each Tactics is also between around 43% to 76% Confuse resistance, meaning a few people with it on your team dramatically reduces the duration of Confuse effects.

    Now, that resistance benefit is subject to a kind of compound failure, in the sense that if the Tactics user themselves becomes confused, they stop providing that resistance and protection to their allies. That makes for a complex interaction, where the Tactics users recover more quickly than their allies, then start providing resistance to their allies again once they recover. But it can be a pretty big deal nonetheless, because it can mean any given pulse of the confuse (which lasts 5 seconds) doesn't actually affect the team for the whole duration.

    Of course, not everyone has Tactics. However, I find it's actually very common among people who have respecced their characters to account for I19's Inherent Fitness.
  21. Quote:
    Originally Posted by Vanden View Post
    Clarion isn't even a good solution to the confuse since it only gives enough Confuse protection for the final room for 15-30 seconds. You need at least seven stacks of Clarion to be Confuse protected for the full duration of the buff.
    For what it's worth, I have yet to be confused in the fight with the Avatar, and the only character I've been taking on the trial is a Regen Scrapper.
  22. Quote:
    Originally Posted by Justice Blues View Post
    You realize, they still won't be able to have as many badges as you. They can get all of the Reward Token badges, but there are still badges associated with how long you have been subscribed. And they only count time passed, not pre-paid subscriptions. So as along as you keep paying your subscription, they can't catch you.
    Yeah, and to get from new player to the tier 8 rewards is still a pretty epic outlay of cash. It's not going to be very common, if it happens ever.
  23. Quote:
    Originally Posted by Zwillinger View Post
    When we do quick maintenances that take less than 5 minutes we usually don't post an announcement. These happen all the time. Now if everyone got kicked from game, that, to my knowledge, was not expected.

    Asking about it now.
    I was not logged into the game and someone IM'd me about being mapserved out, then being unable to log back in. I tried logging in, and could not, receiving the message that the game couldn't talk to the login server.

    It passed a few minutes later.
  24. Yep, 59%. The critters in the iTrials have the equivalent of +14% toHit. 45%+14% = 59%.
  25. Quote:
    Originally Posted by Mad_Cow_Milk View Post
    So now that this has actually come to pass, where is the outrage. So it is heresy for a guy to suggest something like this, but when it is actually implemented everyone is all alright with it? Where is the hate threads?
    While I don't know that I posted in your original thread, let alone flamed you, I have never been a big fan of letting people buy what used to be "Vet Rewards", but I have no problem with it now.

    Why? Because the whole system has changed. Before, CoH was almost purely a subscription game, with only occasional expansions and things like costume packs. Vet Rewards were couched specifically as a reward for longevity in subscription time.

    Now, two things have changed fairly dramatically. CoH is no longer basically only about what a subscription will buy. It has far more a-la-carte features now. So from that perspective, everything is up for grabs. Secondly, and as the red names themselves have described as their motivation for the new Paragon Rewards program, the Vet Rewards paradigm of rewarding longevity specifically doesn't make as much sense. They could have left it in place, but they recognized that this was as good a time as any to add it (to a degree) to the a-la-carte system.

    But they didn't really add it to the a-la-carte system. They attached progress in the new system to spending the equivalent of $15 dollars in the store. So if someone is really buying their way far up the progress track of vet rewards, they're paying a lot of money to NCSoft to do so. That's them throwing funding at a game I like playing. That works for me. At the same time, it's not trivial money, so I am pretty sure not everyone is going to run out and max out their Paragon Rewards (not if they weren't close already).