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Quote:Eh? Supersidekick killed it? That strikes me like supposing that the invention of the automobile killed the use of paper in books. The use cases I experience for level pacts just don't overlap with the use cases of SSK, like, at all.I'm giving 2 to 1 odds it ain't ever coming back. Supersidekicking killed it except for a few niche users. So the Producers are asking themselves: Is the time spent to re-code this worth pleasing a few users when there is little hope of monetizing it when it gets fixed?
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Damn, this is still going on? I really expected a maintenance today to fix whatever it was. Granted, for them to do that they need to know what is wrong, but... wow. Not enthused.
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Quote:Since I have no plans to retire or drastically redesign any of them, none of my characters (of any alignment who could be in GC) who might be there would be seriously injured or killed. Most of them are ficitonalized as someone who could survive massive destruction, either through outright durability, ingenious protective devices, regenerative ability, or just a superhuman ability to get out of the way. They would dig out, dust off, and start helping or at least fighting.This isn't necessarily limited to those who started in or live in Galaxy City. Your character could just happen to be there when the storm hits, or have foreknowledge of the event and goes in in an attempt to limit the damage/do what they can. There are many story and play style options here.
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Well, if one is clearly better in most situations, it's not real compelling to get the other one unless you're just into completeness for a limited number of characters. And if one is not clearly better, then again you're competing getting another T3 or T4 just for the sake of having it when you could be "incarnating" other characters, or doing something other than iTrials.
I know those thought processes don't apply to everyone, but they sure dominate how I look at it.
Now, I have gotten other destinies, but they have been things like grabbing Clarion for Hamidon raids, because I am tired of being terrorized by blue Mitos. -
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I have two characters that are nearly identical, other than one being a Corruptor and one being a Defender. They both have Dark Blast, Dark Miasma and Power Mastery.
I can tell you that all the things that seem to make common sense from a basic comparison of the AT modifiers hold true for those combinations. The Corruptor is more damaging, the Defender is safer. At times, that can mean that the Defender actually solos faster, because she has to spend less time/effort trying to survive and/or manage enemies. In situations where the Corruptor's mitigation abilities can keep things under control, she solos faster, because she tends to do more damage, especially against LTs, bosses and EBs. -
As mentioned, anyone with what I'll call "Superman-grade" invulnerability, no matter its origin, unless it happens to suffer from a vulnerability that would be found in the blast. (I'm not sure Martian Manhunter's durability would be up to a nuke, but even if it was, it might easily qualify for his [crappy] vulnerability to fire.)
Anyone with sufficient reality-warping abilities. Various sorcerer supreme types come to mind, as do sufficiently willful Green Lanterns, and a few people with reality warping mental powers. They can effectively wish themselves the ability to survive, or wish away the negative effects of the blast, if not the entire blast itself.
Anyone with sufficiently powerful force field abilities, of any origin or explanation. Examples might be Invisible Girl or post-Pheonix Jean Gray.
Anyone with sufficiently potent energy absorption powers might be able to "eat" the damaging energy. Stormwatch's Winter comes to mind, as does Vanth Dreadstar. I believe both actually survived nukes, though, IIRC, neither had to absorb the full force of the blasts. (The one that hit Vanth Dreadstar was significantly larger than what we're discussing, but he was not at the epicenter and was inside a magical force field.)
A few entities might be physically destroyed, but able to reform, even though reduced to constituent atoms. Most examples I can think of these who aren't some sort of cosmic entity or incarnate concept are people who have already have some sort of coherent gas, energy or otherwise incorporeal "body" -
Regen. The number of +HP/sec you get for Core is not even in the same ballpark.
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Quote:Compared to inf, those increase supply in very controlled ways. Reward Merits are (loosely) controlled on elapsed time it takes to get reward. Alignment Merits are very tightly controlled on how many you can get per day. Empyrean Merits are only a little less tightly controlled than Alignment ones, currently. The least controlled Merit type is Astrals.(Points at Fort Trident, The Crucible, and those funny-lookin' folks up in Ouro.)
They already have, dood.
Compared to inf, all of those things are locked behind 5' thick doors and doled out by guards armed with nuclear RPGs. Inf earning rares are wildly unstructured compared to any merit type. Putting out an inf-based store would likely represent a major boost in supply. -
Quote:For me, those both fall under the "achiever" mindset. I just tried not to be any more wordy than I already was.- FInishing a character. These were presented (among other things) as a way of getting "more levels without increasing the level cap." I don't know of too many people that are "finished" at 20, 30, or 40.
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And there's those who just want to push their character to the peak of what they can be. -
Quote:Because, if prices in the store are lower than current market prices, and sometimes even if they're higher than current market prices, it will increase supply. The devs may have (at least what they think are) very good reasons to not bump supply. After all, if they want to do that, they already can. They can increase drop probabilities.I've been sayin' this for years.
Sell all IO's for inf. They keep adding micro-currencies. Why not add a store for inf.
Changing the things that end up affecting market dynamics can have broader game impacts than just how they affect the market. -
Quote:Surely you can't be as dense as this sounds. Really, I know you're a smart poster, but the above sounds just really dumb.Small group incarnate content? Isn't that considered any team size of an alpha unlocked level 50 character? You can get shards from any level range now, so once you unlock the alpha slot, you start earning shards off kills, and you can use shards to progress through the incarnate system. Granted, it is much slower then running trials, but as I've already mentioned, there are team content that can be run with smaller team sizes.
Shards gathered in non-endgame content are an absolutely atrocious way to progress Incarnate abilities. I consider it slow for Alpha abilities, and I consider it not even worth doing for post-Alpha abilities.
When people say "small group Incarnate content", they mean something you don't need a league for that gives iProgress rates that don't have completely a different zip code from those found in iTrials. It doesn't have to be as good, but they want something better than collecting Shards in standard content.
I use shards I get in standard content to supplement my iTrial progress. Shards converted to Threads make a nice buffer to get characters some common Incarnate abilities slotted early after the slots are unlocked, or maybe unlocked a bit earlier by spending a few Threads on iXP. Given that I am willing to run iTrials, I look at the comparative rates of progress available to people who don't (for whatever reason) and I really do feel sorry for them. They should not progress as fast as someone like me who is running iTrials like there's no tomorrow, but I don't think they should progress as slow as they do now. (And very few people have asked for rates that compare with someone who runs iTrials.) Creating some sort of dedicated, but non-League, content with better explicit Incarnate rewards could shrink that gap without going overboard.
Edit: Before someone asks why they need Incarnate abilities if they don't want to run iTrials (it's been asked many times before) - the answer is because the Incarnate abilities are there. Anyone asking that question completely fails to grasp the achiever mindset. They see the reward and want it because it exists as a reward. Creating a reward with one path to acquisition that's tied to the notion of walking that path is going to irritate anyone who doesn't like the path. It's not a design paradigm I'd recommend to anyone. -
If some widget sells for X amount of inf on a regular basis, then almost by definition, that's a sustainable price for the item. There are enough people out there both willing and able to buy the item for that price, and willing to do so instead of other ways of obtaining it, that the sales continue without people starting to undercut that price and make it fall.
Now, there are probably people out there who would like these widgets, but who can't or won't afford to pay X for them. These folks "lose out" to the people who have (and will pay) X regularly. The folks willing to pay more soak up the supply.
Once you say that no one can sell the widget for X any more, but only some number smaller than X, if your new price is low enough, you make the people who were losing out happy. They all jump in line and start buying widgets at the new, lower price. You make the people who were paying X unhappy, because now they're in line with a lot more people, and their willingness to pay X now doesn't afford them any priority on obtaining widgets. Moreover, if there aren't any more widgets being supplied on the market you get a queue - at any given time more people are now in line with the expectation of getting a widget, but widgets aren't coming in any faster.
This paradigm isn't "more fair" than the current one - it just prioritizes sales differently. Today they're prioritized by willingness and ability to pay inf, where after a cap it's prioritized by when you get in line.
Someone is always going to dislike either solution. People who prefer priority by ability to pay seem to often view it as a system where the people who work most or longest get priority on rewards. People who prefer price caps, if they've given the real market results of price caps much thought at all, seem to view it as a "better" form of equal opportunity access to goods. (Note that I am referring to actual ceilings on allowed sale prices, not competition from things like NPC stores, which some people refer to as setting price caps. That is a different thing, because an NPC store also provides additional supply.) -
My priority list really looks something like this.
- Primary damage melee
- Foe Debuff
- Primary ranged damage
- Control
- Ally Buff
- Pets
With that large caveat in mind, though, I can probably map my AT preference roughly like this.
- Scrapper
- Brute / melee VEAT (tie)
- Debuffing Corruptor/Defender (tie)
- Stalker
- Debuffing Controller
- Ranged, pet or hybrid VEAT, Warshade (cloudy tie)
- Tanker
- Dominator
- Blaster
- Peacebringer
- Ally buffing Corruptor/Defender (tie)
- Ally buffing Controller
- Mastermind
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I think you covered two subsets there at different points in that description.
Quote:Change the number to 10, and that's me. I have a ton of lowbies languishing in the teens and twenties, and 10 level 50 characters who I lavish tons of playtime on. I'm currently working on my 10th and last 50 who has at least 3 Very Rare I20 incarnate abilities slotted. (Most of them only got T3 Lore.) All of them had the Alpha at very Rare by the time I20 launched.There's yet another group: The ones that get to 50 with about four characters and do nothing but play those four characters.
Quote:These people make heavy use of exemplaring, and even optimize their builds to maintain functionality at all levels. These people join their friends at whatever level they happen to be playing at that day as well as enjoy starting lower level TFs. They get all their incarnate powers by running WTFs and converting shards.
So I think you're right, there's probably a subset of people who get to 50 and then spend lots of time exemplared. I'm not sure they specifically overlap with the subset of people who play a (relatively) small number of 50s all the time, exemplared or not. -
You have to remember, rsclark, that there seems to be a non-trivial number of players who do things like stop playing characters in the 30s. I have many times over the years seen the sentiment that it feels like characters don't progress significantly above that level, so getting them there is "good enough". Then there are folks who get stuff to 50, shelf it, and start something new.
Those playstyles are alien to me personally, but they definitely exist, and I don't think they're the approach of an ignorable percentage of players. -
All of my heroes have started in Galaxy. But none of them live there.
I'm not sure most of my heroes would live in any part of the city proper. Most of them effectively have no secret/civilian identity, and would basically "live" in their base/lair, which they wouldn't locate in a densely populated area. The ones that do have more normal homes live in Steel Canyon or Peregrine Island. -
Quote:Both of those were adjusted in Beta based on player feedback (and maybe just some basic common sense). I think the Underground trial is long, but also interesting. With recent updates, its mechanics do not frustrate me.If people hate this trial so much, I can't wait to see how hate is going to be leveld on the Underground trial with the regening war walker fight and the Avatar of Hamidon's confuse AoE.
Given a choice between two long trials to run for two Empyrean merits, I would currently run the Underground trial over Keyes every time. -
Quote:Why do so many people assume that the only reason to dislike something is because it kills them or they failed at it?You know, I'm confused by the fact that people are angry with the Keyes fight. I've never died when fighting him. (obliteration beam is easily avoided, entanglements are weak and disintegrate is easily solved by greens)
The problems I've had has always been with lack of tanking skills. -
Now that Incarnate powers are becoming more common among level 50 characters, I do think they can create a strange discontinuity in play as people start teaming with level 50s. Other than possibly there being a higher concentration of folks near level 50 who had heavily IO'd characters, there wasn't a special discontinuity in power between level someone who was level 49 (and perhaps not IO'd) and someone who was level 50. Now, even just with the Alpha slot's level shift, there can be a noticeable increase in the power of someone who's level 50. If there's just one such person on a team, they might stand out, but probably wouldn't dramatically change the whole dynamic. Get half or more of the team to have Incarnate goodies, and things can change dramatically.
Now, it doesn't really bother me, but I can grasp that people might not like that power shift in non-Incarnate content. If nothing else, it moves their cheese further and more suddenly than most other additions to the game have. However, I think the point Dechs and CrazyJerseyan may be getting at is that playing near level 50 (or teamed with level 50s) isn't the whole game. I'm not advocating that people artificially avoid playing at level 50 (unless they wanted to already), but I'm not sure how Incarnate stuff could ruin the whole game.
I do agree the Incarnate content itself is terribly grindy. You can avoid the iTrials, but I understand why that's an annoying "solution" if you still hear the siren's call of new abilities. IMO, we at least really need more content for iProgress, and the devs need to try and make sure the stuff they add is stuff enough people will enjoy that it won't be sidelined the way the community seems to have sidelined Keyes.
* Technically, if they're exemplared down, that discontinuity can drift down to levels 44 and 45, but that probably doesn't come up much. -
Quote:Yep. Keyes' damage pulses absolutely requires a HP recovery mechanism, whatever source one chooses (buddies who can heal, Rebirth, in-set heals, Aid Self or inspirations). Your only option is to suffer the damage and heal it back. In both Lambda and Apex, suffering the damage and healing it back is one option - with the alternative being get out of the way. You can choose to risk the high damage and chance of defeat in order to sustain DPS or something. In Keyes, you just have to suck it up whether you want to or not, and you better have the HP handy you need to survive it.The surprising part is that Apex hasn't been brought up in terms of untyped damage that screws squishies more then it does tanks. If I remember correctly, the blue columns do set damage, but do so quickly, meaning that squishies drop extremely fast while high HP tanks/brutes have a larger margin of error. It's pretty clear from most of the comments in this thread that the problem lies in Keyes, as people are prone to agree that if you stand in nova fist or a blue sword pulse, you pretty much deserve to die short of having a way to counteract it.
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It was apparently something that was in closed beta, but was bugged and badly breaking characters, so they backed it out to look at adding back later.
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It's not just PvP. It's doing it all over the place. Missions, iTrials and a Hami raid all experienced all this wackiness.
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Quote:That's not at all how it came off above. You seemed to be presenting it as a "can this person follow instructions" filter. The implication in the context in which you said it seemed to be that if they don't hit F7, that suggests they won't do as their told, and that indicated (to you) they'll be harmful to success in an iTrial that needs coordination as much as the Keyes trial does.Wow, I didn't realize that saying "Everyone hit F7 please!" in league chat would piss you off so much. Have only ever had to kick 1 person and they weren't replying to tells that consisted of something like "Hey, are you there?"
What you presented here is that you're kicking them perhaps because they're AFK.
While the end result may be nearly the same, the attitudes the two are pretty widely separated. Kicking someone who's not present to make room for someone who is present is harsh, but (IMO) reasonable. Kicking someone, say, who's present, but who doesn't follow instructions to hit F7, is (IMO) harsh and unreasonable.