UberGuy

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  1. Quote:
    Originally Posted by ebon3 View Post
    Really? I found mayhems to be a bit more difficult intially.
    I find mayhems easier and more fun to boot.

    I agree with the general sentiment that redside missions make you feel the lackey. You're a super powered thug, riding along on other people's plots and plans, acting as their muscle for hire. Even if they don't pay you in cash or other loot, you're often paid in "attention" within Arachnos. Almost everything comes down to trying to climb the ladder of good graces in Arachnos.

    This surely doesn't meet many people's notion of a super villain. Sure, some super villains are thugs who ride the coat tails of more ambitious masters. Its obvious those aren't the most popular ones for people to imagine their characters as.

    I do agree that this has improved over time, and that Freedom is trying to change the early sense of it dramatically. I think these are good changes, and I hope they can continue.

    Now, I could care less that the Rogue Isles are dingy. (And they are definitely dingy.) It doesn't bother me at all.

    I always felt that the actual writing in the villain missions and arcs was better executed that hero missions of the time, even if I often disliked the "pro Arachnos" spin they had. I love the tendency to only give missions in the same zone as the contact, the lack of "hunt X" and fedex missions, the tendency for most missions to be part of an arc, and the lack of largely unused zones. I think all of those were great improvements over hero side. I still play my villains in their native missions, and do not take them heroside. In fact, all my villains are still at least Rogues by alignment. Only badgers will become heroes, and when they are done badging, they go back.

    (By the way, I love the sense of the Rogue tip and morality missions. They're perfect for how I viewed most of my villains all along.)
  2. All of the Tier 4 Radial pets have the 10 minute recharge time. The Tier 3 Radial pets and the Tier 4 Core pets still have the 15 minute recharge time.
  3. Roughly 22B inf in liquid cash spread around 12 characters, 10 of whom are level 50. All 10 of those 50s are richly IO'd - essentially "done" barring major changes that would make me respec them. So that 22B is pure opportunity to outfit someone else.

    I know that's a pretty modest hoard, and it was most certainly built quite a lot more slowly than many folks who frequent the this forum would have done. That's because I tend not to use "pure" marketeering to earn cash. I mostly just play a lot and sell loot I don't want.
  4. Quote:
    Originally Posted by Scythus View Post
    Do you also storm out of a restaurant or cafe when you can't have the seat you want?
    If it was supposed to be reserved for some reason and it wasn't, I wouldn't storm out, but I would complain to the manager, and likely leave unless they had something very nice to placate me with.

    Our characters aren't like first-come, first-serve seats at a restaurant. We have a reasonable expectation that they'll be available at all times that are not previously declared maintenance. Anything less than that is a failure to meet expectations. We know it will happen sometimes, but it is still a failure.

    On the note of failures...

    Quote:
    Originally Posted by Hyperstrike View Post
    I also work in IT and simply because hardware upgrades fail doesn't mean that you failed in your job. It simply means there were other issues at play that you may or may not have been able to do something about.
    A hardware failure may not be anyone's fault. Failure to have a plan that prevents that from impacting service in a major way is either (a) a failure of someone to ensure there was a contingency for that happening, or (b) a decision by someone with authority that a contingency for that failure was not cost effective. Depending on how wise that decision really was, (b) might have been a failure in judgment.
  5. Quote:
    Originally Posted by Hyperstrike View Post
    No. There's nothing wrong with it. But nerdraging on the devs because of technical difficulties precluding you from playing said characters is something entirely different from "I want to play this character at this time".
    I'm not sure why it's a surprising or really problem worth mention that the two are linked. Wanting to play a character at a given time and being unable to due to technical difficulties naturally leads to disappointment. Some people have expressed that disappointment in ways that I do consider overboard, and that may be worthy of comment. That said, I don't think the devs deserve some exemption from our expectations of available service because they experienced technical difficulties. Technical difficulties is an explanation, not an excuse.

    It's the job of at least some of the folks at Paragon/NCSoft to avoid technical difficulties when doing things like this. It's understandable that they are not perfect and sometimes will experience difficulties anyway, but let's face it - when that happens they have failed at their job. I work in IT. No one expects me or my team to be perfect, and our system up-time targets reflect that. When we screw up, though, we still take a hit on our reviews, and quite possibly our financial reward at the end of year, even if we make our uptime targets. Outages are allowed, but that doesn't mean they're forgiven.

    Edit: If your rebuttals are focused at the people who want compensation for this, I have no problem with that. If so, though, I think your arguments against that have fallen down a slippery slope into territory that are making other people, whether or not they actually demand compensation, say "hey, that doesn't sound right". That's certainly where I'm coming from.
  6. I'm neither here nor there on the idea, but I'm weirded out that people are concerned that invasions would crash the shards.

    Make them laggy? Maybe. Some of the improvements in crowded instances have already made it live - I don't experience server-side lag in the BAF prisoner phase even on a full league, now, and the ITF's "valley of lag" is much improved. But I don't know if those improvements were specific to those missions, and therefore whether they would make zone events less laggy.
  7. It won't buff diamagnetic.

    While this gets into mechanics that aren't necessarily familiar for everyone, Interface works a lot like the "proc" IOs we can get in the inventions system. Whatever effects it grants a chance of, those effects have a fixed, unbuffable (and undebuffable) magnitude when they happen.

    For example, most damage IO procs that are, say, 25% chance of 74 damage (at level 50). If you slot more damage enhancement in the attack with that proc, or if you use Build Up, your attack will do more damage on its own, but the proc will still do 74 damage when it goes off.

    Interface works like that proc, but in pretty much every damage-dealing power you have. It doesn't automatically affect all your powers, even if they actually do deal damage. It seems that if they can be slotted for damage, it looks like it will add its chance of effect to that power. (In other words, if slotting Musculature Alpha would increase the power's damage, Interface will probably add its "chance of" effect to the power.)
  8. Quote:
    Originally Posted by Zwillinger View Post
    Because we know that this is hitting mid EU Downtime, we're inviting everyone to hop on the VIP Beta (which is still online) and join us in Pocket D for some Costume Codes.

    And hey, while you're there maybe we can run some Sewer Trials or Underground .

    Thanks for your patience all, and we do sincerely apologize for this midday/midevening interruption.
    Edit: Fixed, the Auth Server IP address changed. Anyone bypassing the launcher will need to update their shortcut or whatever they are using to launch the game.
  9. Quote:
    Originally Posted by Dechs Kaison View Post
    Let me just speak up as one person who is always hidden, but spends the majority of my time in game on PUGs.
    I don't join a lot of pugs unless they're iTrials. But those I do join based on broadcasts for members seen in global channels.
  10. Quote:
    Originally Posted by Dechs Kaison View Post
    In the end, Deus, Silas, Amyg, and Uber, you guys have given me a lot to think about. I love my Tank; I love the character. I haven't been willing to see this: but he's just not the optimal choice for most content in the game. Looking back, I can't really remember the last time I used my tank for a team (of course, I did just spend three of the last four weeks out of town).

    I'm usually a pretty stubborn individual (like I needed to say that), so call this a win if you want. Thinking about it now, I'd be able to easily drop my travel power on the Brute for Taunt. Beast Run still works.
    The last thing I would be happy about would be the idea that I helped you send a character you enjoy (for whatever reason) to the bit bucket. CoH doesn't need maximal optimal team composition, even for some of its most extreme content. If you enjoy the character, you should play it! I understand your world view of performance may get in the way of your enjoyment, but just the fact that you've been able to enjoy it so long should be a hint that you don't have to be numerically optimal to have a good time.
  11. Quote:
    Originally Posted by Chyll View Post
    I try to get either of our tanks to speak up and take nades and got crickets... so defender volunteered (drawing a blank on who it was, but someone I know via JFA/JU... need more coffee). And we won.
    That might have been me.
  12. Quote:
    Originally Posted by Deus_Otiosus View Post
    I think the part you are missing is that a damage dealer AT functions like a leech in any scenario where they are teamed with a buffer/debuffer.
    This is a radical position that surely makes assumptions that do not always hold true. (Edit: In rereading the context of the thread, I think you were making a point that I reinforce below, not disagree with.)

    How about a somewhat simplistic example. Let's assume we had 7 characters that can each add +35% damage, apply -20% DR to foes, and have a 400% damage multiplier cap. Do they deal more damage adding another character just like themselves, or adding someone with a 500% multiplier cap who deals 1.7x as much base damage?

    Assume everyone has attacks slotted with ED-"capped" damage around +100%, and everyone deals sustained DPS equal to their base damage times the same constant, so that our "damage dealer" deals 1.7x the sustained DPS of any of the buff/debuff characters.Assume all foes are even-level.

    If we add an 8th buff/debuff, all 8 characters are saturated at the damage cap (+280% from buffs, ~+100% from enhancement, 100% base is 480%, capped at 400%.). Even-level foes they face will take 1+(8 *0.2) = 2.6x damage dealt due to DR debuffs. So everyone on the team is dealing about 4.7x as much damage as they would normally (where "normally" includes their enhancements and individual damage buffs), and the team of 8 therefore deals 37.8x the damage of one of the buff/debuff characters.

    Instead, lets make the 8th character our damage dealer. Our buffs drop to +245%, which still caps the 7 buff/debuff folks, but not the new damage character - they're at 445% of base. The debuffs drop to 2.4x.

    2.4*(7*(4/2.25)+1.7*(4.45/2)) = 38.94.

    Adding one damage dealer increased the total DPS of the team more that adding one more debuffer. Only a little more, but it was still more.

    Now, my numbers were clearly synthetic. They aren't meant to completely lack relationship to the game, but there are a ton of factors that will affect the real delivered DPS or average buff/debuff stats a team really produces - idealized team buff, debuff and DPS numbers like I used in the example never happen in practice in a sustained way. As a result, we might choose different numbers to make a "better" model, and that could provide different outcomes. But the goal was to show that we can't unconditionally say that adding someone who doesn't buff and/or debuff is always somehow making the team worse overall. If they do their job, they could easily improve it.

    Now, even if my numbers were great, did the team need to optimize out the best DPS increase? Was it somehow going to fail if they didn't get 38.94 instead of 37.8? Not bloody likely. But not needing to maximize is not the same as the damage dealer "leeching" if they at least make the team break even compared to adding the alternatives. The only time I would even be open to that use of the term "leech" is if adding the damage dealer netted less DPS than adding another buffer/debuffer.

    Using that (rather extreme) definition of "leeching", it seems more likely to me that a buff/debuff team is more likely to consider a Tanker a leech, not a damage dealer. The reason is that such teams tend to be able to buff themselves to such heights or debuff foes to such depths that they don't need aggro management. (That ignores that such teams also tend to be rich in control.)
  13. Before CoH, I didn't play MMOs. I played online, competitive team FPS games. One of the main things that attracted me to CoH, besides its comic-book superhero theme, was how FPS-ish it felt. I think about 1s or 1.5s is about right for me.
  14. Quote:
    Originally Posted by Deus_Otiosus View Post
    My view point is that Destiny is the game changer, it is the one Incarnate power that helps your entire league and stacking specific Destiny powers against specific encounters is huge. I even think that is part of the design decision for the Devs as we have seen that KIR favors reibrth and I think there will be more of this to come.
    For my melee characters, I could see doing this sort of thing. While the "primary" destiny I have chosen for them is often a big deal, it's not a complete game changer them. But Clarion gives my squishies functional immunity to all but stacked mezzes, and that is such a radical game changer for how I am allowed to play them that it would take a very narrow set of conditions. One of those conditions would have to be minimal exposure to mezzing. Now, it turns out that there's pretty minimal mezzing in Keyes, so it could meet my narrow condition spec. Unfortunately, I dislike the trial strongly, and therefore have zero intention of building anything just to prepare for it.
  15. Quote:
    Originally Posted by SilverSablinova View Post
    Interesting how MM often fall so low on the list of many on these boards, but I have to admit it's my favorite.
    I should point out that the reason that MMs are bottom of the totem pole for me is not because I think the AT is functionally flawed. There's just something I prefer about my characters doing the defeating themselves, and not relying heavily on secondary AIs to do it for them. That's definitely just me. I do get the idea there are a lot of people like me, but I know plenty of people who love pet-centric characters.
  16. This is an old debate. I consider its height around here to be comparisons between the original hero ATs and the (then new) villain ATs.

    A crux of the debate was the claim that the hero ATs are specialists: Blasters are pure damage, Tankers pure meatshield, Defenders and Controllers pure "support", etc. All the CoV ATs were more generalized - everyone was capable of damage, and several were also capable of either being the meatshield or support, but (one side of the argument says) none of them were focused on it, and so none of them were as strong at it as the hero ATs. This side concluded that this made villain ATs inherently inferior, because a team of hero ATs shored up one another's weaknesses, and had higher peaks (more DPS, more damage soaking, etc.). There was a vocal other side, though, that felt that hero ATs were inherently flawed due to their focused nature. These players felt the villain ATs were the superior ones.

    IMO, what side you're on in this depends on how important you think it is to solo content. For me, soloing is king. I build to solo, and if I can bring benefit to a team through the things that help me solo, that's great. That means most of my characters are generalists - they have to be good at damage dealing and damage mitigation. As a result, they may not be as good at either as a more specialized, team-oriented build would be.

    Fortunately for people like me, unless we're talking about builds that strike some people as degenerate (powersets with shields that took no shields, petless Masterminds, etc.), not many people look down their nose a tough DPS character unless they have too many of them on team already, and almost no one looks down on debuffer (which all my soloing Defender/Corruptors/Controllers are) or crowed-control-wielder.

    While I don't need to be openly inflammatory to do so, I agree with ultrawatt about Warshades and where they fit in this debate. I think a high-end Warshade is a thing of beauty, but I think it's very much a generalist who is not as strong at anything it does as a specialist AT in those things can be. It's something I would like, and seems out of place for you given how I'm reading your position on non-Tanker melee ATs.
  17. Quote:
    Originally Posted by Nihilii View Post
    Fighting +4s is for powerleveling, and people who just farm tickets for money probably do so on +0, which I guess is... half the inf of a +4?
    Just a bit of an aside, but actually, unlike most other similar kind of non-inf reward, Ticket rewards actually do scale with foe con. A critter that's worth more XP or inf is worth more tickets, too. (Unless that's changed relatively recently. It worked that way for a long time.) As a result, I know farmers who do farm at +4. Now, I can't say that's actually optimal, since kill speed does decrease. However, with a level shift involved, a build with strong AoEs can probably be very near optimal like that.
  18. Note: The above-normal XP mods in Culex's list no longer apply in the AE. If a critter gives lower-than-normal XP in the "standard" game, it gives lower-than-normal XP in the AE. If a critter gives higher-than-normal XP in the "standard" game, it gives normal XP in the AE. Edit: Whoops, scooped.

    So, no, there are supposed to be no mobs that are better XP per defeat in AE. (If any still do exist, it's an oversight/bug.) However, that doesn't mean there are no mobs that are better XP per time. This is a function of the critters being easier for you to defeat due perhaps to some vulnerability, or perhaps because you are highly resistant to damage they deal. How the critters' powers interact with their AI can also matter; for example, if they have mostly melee attacks, those mobs will probably nicely cluster around you, facilitating defeat by strong PBAoEs.
  19. Quote:
    Originally Posted by FourSpeed View Post
    Required? Definitely not.

    Useful and Helpful? Sure
    Yeah, that 4 and lots of other posters said. It's nice, it helps, but a lot of leagues will get you there anyway with buffs. Also mentioned, you need 59% defense, not 45%, to get the same mechanical benefit in iTrials. (All the critters have what amounts to +14% toHit.)

    Between the availability of Barrier Destiny, and changes making the buffs in sets like Cold Domination and Force Fields into AoEs, it's generally easy to end up with lots of +def buffs. If you do have a build with a nice starting cushion of +defense, then that makes it easier to be highly survivable even if your leaguemates can't softcap you on their own.
  20. Notably, I'm on Justice. So it's a pretty broad problem.

    It seems worse with lots of players and fighting, as opposed to solo.
  21. Quote:
    Originally Posted by DarkGob View Post
    yes hello hi I said that twice already
    Yes, but his post was closer to mine.
  22. This seems to be causing serious data loss to the client. In iTrials, it causes the league window to freak out. People disconnect, and when they return, their apparent team assignment does not update for everyone.

    Sometimes, multiple people experience loss of the league window, and appear as if not on any team. This can happen on a normal team as well. The person sees all allies as unteamed/unleagued, and has no team quit button - the only way to fix this is to kick them from the team or move them to another team if on a league.

    My power status tray is clearly wrong often. It will be missing whole rows of powers I know are active because they are passives, accolades, etc. I was on a league where the only powers showing were Fulcrum Shift and Mystic Fortune... when I was running five toggles and have every passive accolade.

    This all seems to make people prone to crash. I never crash in CoH. In the last two days I have a couple of times, always when my UI seems to be freaking out in the same way it does when it loses synch with what team I am in. Other people in leagues in particular are describing what seems to be the same thing happening.

    My power icons do not update properly in heavy combat. This is not "button lag". I have never experienced this before, not quite like this. I am also prone to not animate my attacks. They just appear from my body. Sometimes my powers seem to activate out of order after a delay.

    I am inferring, perhaps incorrectly, that whatever is wrong is sending bad update data that results in our game client being out of synch, and sometimes it's so garbled that it crashes us.
  23. What Xaphan said about inflation for sure. Prices would go nuts.
  24. Quote:
    Originally Posted by Necromatic View Post
    The devs could eliminate the need for the incarnate exp for an account after you have leveled a character through those incarnate slots already.

    I offer this because there seems to be resentment of the incarnate slog process rather than incarnate powers.
    That wouldn't achieve much. The iXP requirements are tiny, now. My latest character through the trials fully unlocked Interface+Destiny in 6 Lambdas, and fully unlocked Judgement+Lore in 8 BAFs.

    The "slog" is running enough to get the components you want, or the Merits with which to buy them.
  25. Quote:
    Originally Posted by OnlyHuman View Post
    It does not, and they did say it would. It was written, but it didn't.
    Not sure what you mean. As stated, the very definition of "VIP" in this context is "someone paying a subscription".

    The only way you will not be a VIP is if you stop paying. Paying multiple months in advance counts as being subscribed for all the months in question.