UberGuy

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  1. Quote:
    Originally Posted by SickSadisticBomb View Post
    Alright i upgraded to the T4 Core and now have perma hasten and perma DP. Im liking the build where its at so far, i might swap out the shield destiny for the regen one. Dont take this as an insult.. but why is everyone in their regen builds putting +recovry uniques into powers that clearly mark +Regen..it seems like its such a waste to put a enhancement into a power that cant even utilize it
    You might want to read up on what those do. Think about it for a second. The recovery uniques only go in heal powers. Do you really think they would make the 6th piece of two sets only be usefully slotable in something that's dual +regen/+recovery, like Physical Perfection or Drain Psyche? Do you really think those single enhancements would sell for over 100M inf if they could only go in a few powers like that?

    When you slot a +recovery unique into a heal power, it adds +recovery to the power. We use them in Regen's powers because, despite access to Quick Recovery and Stamina, it turns out that there's almost no such thing as too much +recovery. Notice the builds running Tough, Weave, Maneuvers and Tactics, with a saturated attack chain. Consider what that costs.
  2. Quote:
    Originally Posted by Dinah View Post
    Before every trial (Lam, BAF, or Keyes), we shout out in league and tell everyone to tag F7. If they don't, and won't listen when someone tells them how to add League chat to their tab, they get booted and replaced (or sometimes not replaced).

    This is an incarnate trial for level 50 players. If you can't listen to a leader on the most basic of tasks, you have no business being on my team.
    This level of being a whip-cracking taskmaster is so far beyond what I'm interested in doing to play an MMO it's mind boggling that others do play that way. I form BAFs and Lambdas, and I do occasionally ***** people out for doing really stupid things, like completely ignore instructions or basacally not participating. Despite my willingness to get on people's cases at times, If I witnessed you do this F7 thing, even if you did not kick me (you would not have to), I would one-star you and never do participate in anything you were in charge of. You might get things done, but I'm not so desperate to get things done that I want to be exposed to that sort of approach to doing it.

    Note that I'm referring to standard "lets finish and get a reward pop-up", not a master run. I still would never behave this way for a master run, but I would not begrudge others as much for doing so.

    The very notion that anyone would want content that promotes such behavior by league leaders bothers me.
  3. Quote:
    Originally Posted by Liquid View Post
    On the topic of the ITF as proof that people run the easiest things possible, there are two reasons above all others that I believe makes the ITF popular, and they almost never get mentioned:

    It is a co-op, level 35-50 TF. It is the most accessible TF in the game. Nobody loses any powers, both sides can participate at the same time (increasing the total pool of players), and everyone 35+ (a massive level range when considering time, and the fact that most people feel leveling slows down around 35) can run it. When the LGTF was 35-50, it was far more popular than it is now.

    This level of accessibility also creates a snowball effect-- people are more willing to run ITFs because people are more willing to run ITFs. People hate standing around waiting to form TFs and trials. There is very little stand-around-and-wait time when forming an ITF because so many people want to do it, and people want to do it because they know there's so little standing around time!

    As far as end-game TFs and ease, Kahn is hands down the easiest and fastest end-game TF. Why don't people run it non-stop? Besides being hero-only and 45-50, it's boring.
    Quote:
    Originally Posted by Dromio View Post
    On the topic of the ITF, I like it for one main reason: it's tons of foes, even waves of foes, presenting themselves for a good smacking. If I can wind up hip deep in piles of defeated enemies then I'm probably going to like that arc, and the ITF is the best IMO at presenting that situation.
    What they said.
  4. Quote:
    Originally Posted by rsclark View Post
    The entire thing felt like babysitting 4-year-olds with ADD. And, no, I'm not comparing the other players to 4-year-olds, I'm talking about the mechanics. The whole trial is just a child staring you in the face and going "BAAA!!BAAA!!BAAABBAAA!!!!!BAAA!!!!!!!!AAAAHHHHHHW OOOGGGITTYYYBOOOOOO!!" at the top of his lungs over and over again while occasionally headbutting you.
    Heh.
  5. Quote:
    Originally Posted by Elegost View Post
    We will be getting 3 more lvl 20-30 slots eventually, I just hope it's sooner than i21.5. I really need them for FH and resilience too :[ no way am I getting those slots from anywhere else.
    Yeah, I saw that mentioned in here, I think by you! I am really looking forward to that. But then, who isn't.
  6. Quote:
    Originally Posted by Elegost View Post
    I'm not sure what sort of build Uber runs, but I imagine it's something sort of like this
    By the way, you pegged my build pretty well, except yours actually has better ranged defense than mine. I have thought about posting my build here a couple of times, but ultimately decided against it because it has some build choices in it that sacrifice some "pure" performance for things that I just like a certain way. Posting it and then trying to explain those choices just seemed messy and potentially confusing.

    The most pertinent bits are that I've got 35%/25%/21% M/R/A defense, 67.5% global recharge, and around 578% passive +regen. I also have Siphon Life frankenslotted for both damage and healing. In a lot of content, Siphon makes up for a sometimes surprising amount of incoming DPS. It's hard to compare it to the benefit of higher melee or ranged defense, partly because how it stacks up is going to be pretty conditional.

    I probably want to respec my Regens in I21 anyhow, so I will likely revisit some of my choices. I really want more slots, though, what with more benefit coming for really slotting up Resilience and Fast Healing.
  7. That was always "original" Regen's primary weakness, sometimes touted as it's "kryptonite" comparable with Invulnerability's weakness to Psionic damage. (And back then, Invul was vulnerable to Psi and Toxic and not much else.) People who look for a return to old school toggle IH are basically looking at a return to that vulnerability, whether they think about that or not. Of course, back then you could keep MoG running a lot longer. Depending on how far back you're going, that was either ridiculously good, or ultimately very dangerous.
  8. Quote:
    Originally Posted by SpyralPegacyon View Post
    The ITF is popular because you can steamroller straight through almost everything and collect inf/drops/shards/XP by the bucketload, with the only battles requiring a minimum of thought being Computer/Requiem/Rommy and Nictus!Rommy and, as an added bonus, all the instances located within less than a half mile of each other in the same zone. For all intents and purposes, the ITF is a high-level task force farm.
    I enjoyed it long before we figured out how to run it with our eyes closed. When it was still new, it was my favorite Task Force by miles.

    The only thing that regularly detracted from this was the epic lag. It makes me sad that the lag has only now been addressed after I can now practically run the TF in my sleep, but I'll take it. If nothing else, it hopefully means any future fun TFs will avoid that failing.
  9. Actually, I thought I remembered Werner kind of liked the Rebirth ideas people were bandying about. But I should probably leave that to him - it's not like he's left us, as far as I know.
  10. UberGuy

    News from PAX

    Quote:
    Originally Posted by Aura_Familia View Post
    EDIT: And none of your comments address the ONE ASTRAL, which is FOUR threads. Using merits is faster to get recipes than it is for astrals. Reward merits drop in MANY more places than Astrals. I would NEVER use Astrals to get something that is stupendoulsy easy to get using Reward Merits or Alignment merits.
    I don't hugely disagree, but since they allowed us to downgrade Uncommon iTrial salvage into Common salvage, I never spend Astral Merits to make threads any more. I don't have to, because I run tons of iTrials looking for Rare and Very Rare salvage. Running tons of trials now means I get tons of Common drops (or Uncommon drops I can convert) along the way. (Turning Astral Merits into Threads can be worth it early on, when you don't have anything and you first unlock a new Incarnate slot. All my characters had big banks of Shards they converted in to Threads, so I didn't even had to do that.)

    My most recent "finished" incarnate has four crafted Very Rare and one more Rare ability, and about 360 Astral Merits. I plan to turn most of those into recipes, because I have no other good use (that's important to me) for them.
  11. I agree with everything Elegost said, except one part.

    I'm going to toss out a counter vote on the positional vs. damage-typed defense. My finding is that when I have damage-typed defense, I can't get enough non-L/S defense, and I have low defenses against "pure exotic" attacks. Examples are Gloom, Fire Blast, and various Electric and Rad Blast ranged attacks, all of which are quite common among high-level NPC factions. As a result, I find a Regen build with high lethal defense works great against some old-school foes and maybe Longbow, but suddenly feels weak when faced with something like a Mu boss or lots of Council Vampyres and Galaxies. This is compounded by the fact that most Regens shore up their L/S resists with Tough, but (currently) have nothing to grant resists to the "exotic" damage types outside of Toxic damage. (This will be somewhat better in I21, with (edit: un)slotted Resilience becoming around 9% "Res(ALL)".)

    The tradeoff you have to consider is whether you are willing to be more likely to take L/S hits, which may stack defense debuffs on you, or be more likely to be hit by everything else. It's breadth against more foes rather than greater depth against some of them. My own playstyle was better served by giving some decent attention to ranged defense (though melee got priority for sure) and using high-order defense buffs in Moment of Glory and Shadow Meld to ride out the debuffs imposed on me.
  12. UberGuy

    Trials too easy?

    Pretty much all the challenge available in this game comes down to two things, very broadly speaking.
    • A sequence of steps you need to complete to succeed. Most of the time there can be multiple ways to approach this, but most server communities or server subcommunities settle on a few popular sequences of steps to execute
    • A set of powers wielded by foes that players must answer with their own powers
    As folks have mentioned, the community has figured out steps that work very well for the iTrials, and a great many people now know at least one variation of these steps. This means that leagues can perform the high-level steps almost by rote. The biggest risk is that people will auto-pilot into incompatible variations and make a mess of the current step.

    Powers are an arms race of sort between the devs and the mobs. The IDF and WarWorks represent a continuation of previous "scary" NPC factions we have seen such as Arachnos, Longbow and Vanguard. By themselves, however, even given the boss-heavy spawn patterns in which they appear in iTrials, they really are no match for leagues - especially once people on those leagues start getting level shifts, and, to a slightly lesser extent, Incarnate powers themselves.

    The iTrials try to counter some of this with tactical challenges, such as pretty much forcing Leagues to split up in Lambda, and recommending it for maximum merit rewards in BAF. There's also things like the cascading buffs the 9CUs get. But these also fall broadly into the "script" people have learned - everyone knows they should probably to split up for the Lambda collection phase, and most people know they can't leave 9CUs laying around.

    The iTrials, and the Praetorean TFs before them. mostly innovate because they mix these two things - the script and the powers race. The major AVs in these contests have, for lack of a better way to describe them, "scripted powers". You can't reliably counter these powers with your own, but you can counter them with consistent reactions. Back away from Nova Fist. Let someone else take aggro with Sequestration. Don't stand in the nanite patch. Don't defeat Bobcat before Neuron's health is below a certain point, or if you do, wait for his buff to wear off.

    For the most part, I don't think there's anything the devs can to avoid this way of designing "challenge" for us - and the then inevitable way in which we find it easy once we become familiar with it - other than to require us to greater and greater levels of coordination. As others have mentioned, this game does not support complex multi-team interactions very well. It doesn't have built-in voice comms (which is fine with me) and it doesn't really support any useful text communications binds - people have to make those for themselves. Some leaders are willing to do that, but most people in pugs - which is what the vast majority of iTrials are by necessity - are not.

    If the game is going to require complicated team/player coordination to introduce complexity, it needs to support the means to do so more directly - the challenge should exist because of the need for coordination, not because the game actually makes coordination difficult. Barring that, it will likely continue to introduce "scripted" complexity, and we will learn the scripts by heart and things will be much easier until the next, new script comes along.
  13. I have run close to 400 trials. I'm not interested in anything that makes any of them produce the drops per time that the Keyes offers. Outside the actual Rare or Very Rare component (which is the progression-related goal people want Empyrean Merits for), we need 300 Threads worth of common drops to craft a single Very Rare. We don't need to make Very Rares, but why would we want the baseline progression to obtain them to at least double?

    On top of that, I actually find both the Lambda and the BAF trials fun to run. I'm tired as hell of running just them, but at least I actually do enjoy running them. Not only is Keyes worse reward/time in terms of completion time, but I do not enjoy it. Even if somehow the reward per time of the BAF and Lambda were worsened to match that of Keyes, unless that was done in a way that majorly restructured the way they play now I would still play them to the exclusion of Keyes, because I do not think the Keyes trial is fun.

    I would be a lot more interested in them doubling the number of random table shots we get at the end than I am in two Empyrean Merits. But no matter how much they butter up the carrot, I still don't enjoy the trial.

    Edit: Actually, I went back to check and I'm closing on 500 trials run, not 400. 227 BAFs and 213 Lambdas, with about 20-25 additional trials for which I lost my records.
  14. Quote:
    Originally Posted by Snow Globe View Post
    I think that is the dumbest thing I've read on these forums in my entire time visiting them.
    I've read an awful lot of dumb things, so I'm pretty sure it's not that for me.

    But it's up there.
  15. I'm having a hard time telling if that's a serious sentiment.
  16. I totally agree. It wouldn't make everyone who's active now incredibly rich. It would make a few people who are willing to devote plenty of time to ask probably a whole lot more per item sold.
  17. Quote:
    Originally Posted by Nihilii View Post
    Mine would plummet.

    I don't think I'd be alone. I believe people underestimate how bothersome and timeconsuming it is to have to arrange person to person trades. Even if you made 300% markups compared to now, if you're already making a billion or so per day in the current market it'd take a ridiculous amount of time to match that off the grid, compared to the time it takes on the market.

    This might just be my perspective as an EU based player (timezones) with little connections speaking, and maybe things would get more organized if the market cap forced a significant amount of trades off it. Maybe. I have my doubts.
    Like Hyper said, most of us don't really want that. When market forum regulars say that, it's code for "doing that would make hard-core sellers incredibly rich as they could ask what seem comparatively exorbitant prices while paying no market fee".

    The unaware masses would end up in the IO equivalent of bread lines, while people in the know would create a true black market.
  18. Quote:
    Originally Posted by Kenteko View Post
    Mez stacking on Arachnos is mostly negligible compared to basically any other group that has mezzes. Carnies and Malta do it better, and tend to offer equal to legitimate threat to Arachnos. Also, if I remember correctly, the debuff in question comes from Tarantula Mistresses, i.e. just hit them and move on with life.
    I don't want to disagree with your larger point, but at +4/x8, I don't find them this simple to deal with. At +4 LT rank and settings (which often puts them at a net of +3 for my level 50s), I can't both get to them and defeat them before they lay the debuff on me. It's autohit and it's always the first power they use. The problem then is that I am at around -30% defense (less if I have DDR) in the middle of all the other Arachnos making up that spawn. And that assumes that there is only one Tarantula Mistress in the spawn - something I frequently find untrue at x8 team sizes. Having two (or more rarely, three) in a spawn is extraordinarily painful.

    Edit: popping luck inspirations works well, but at LT rank, I find most spawns have a Tarantula Mistress in them. I seem to have crummy, well, luck getting luck inspirations to drop when I want them. Playing my missions against Arachnos as defeat-all, I tend to run out of them.

    I think SR and Shields, with their high available Defense Debuff Resistance, have the best chance of shrugging these nasty debuffs off, depending on how much buffer defense they have over the softcap. The biggest threat beyond the Mistress' debuff is the occasional non-positional Psi used by Fortunata Mistesses, which do spawn less commonly than Tarantula Mistresses.

    Unless I'm forgetting someone with high DDR, everyone else is still going to be pushed way down from the softcap by any one Tarantula Mistress debuff while facing a very high damage NPC faction. Any Longfangs in the spawn will likely exacerbate the issue by landing additional debuffs.

    Now, all that said, I have still fought Arachnos on these settings on a variety of characters. Depending on the characters, it can result in multiple defeats per mission where my norm is to suffer no defeats. It almost always involves some running around trying to wait for debuffs to expire. As you say, though, there are other NPC groups that are similarly painful, depending on powerset. Longbow give many of my characters fits, as can Vanguard. Fighting the IDF feels a lot like fighting Arachnos, with less Fire damage and more Energy.
  19. Quote:
    Originally Posted by Arcanaville View Post
    The devs eventually decided this behavior was not intended, and changed it to the "use the single best defense you can" rule we have today.
    I still remember that change on my Dark/Dark Defender, because it meant that Crey Power Tanks went from missing her most of the time to hitting fairly often. This was before ED+GDN, so Shadowfall actually had some hefty +def... especially when you got to double it.
  20. What Roderick said. It's an AoE hold, and it's the only effect in the BAF that will apply a hold.

    Edit: Here is its data from RedTomax. It's interesting, I wondered if it tailed off in magnitude like that. That should mean you can end it early by casting Clarion on the mezzed people, so that the peak of Clarion's benefit overlaps the mag 20 and mag 3 portions of the Sequestration effect.
  21. Quote:
    Originally Posted by Liquid View Post
    Whenever they use these gimmicks, there needs to be something else that melee characters can do during them--something important so that they don't feel like they're not contributing to the fight. Apex at least has the floating swords. Keyes has nothing. I love the general feel of the final fight with Anti-Matter, but playing melee in it isn't very fun.
    There are two problems with this in Keyes, IMO. One is, as you mention, the total lack of any other target. If you get sequestration warnings in the BAF, you can usually fight reinforcements. If Marauder is about to Nova Fist, you only have to back away for a few seconds.

    The other problem is that the fight already has plenty of stuff that makes you want to move around, and moving around in this case often means moving away from AM. He has his atomic blast you want to move away from (Nova Fist like ability), plus the Obliteration beam (kind of a cross between BM's nanite strikes and sequestration). The blast is clearly centered on AM, so the whole point is to move away. The Obliteration beam is going to target someone in the fight, and if there are a lot of melees clustered around him, or even melee-centric support powersets like Kinetics - the Obliteration beam is likely to overlap AM's position, again forcing melee to move away. Now on top of this, odds are melee are going to need to move away from one another to avoid entanglement - clearly at odds with the notion of collecting on AM to beat on him in melee range.

    So that's at least three things a melee has to react to, all of which frequently mean you have to disengage in melee. All a ranged attacker has to do is reposition and resume fire.

    Again, my objection to the end fight comes down to the AV having too many gimmicky toys. There are other ways to challenge the players than to stack all these toys on a single critter. If I had to disengage the AV because something else was there to fight, that would keep me in the game. "Go stand over there until this threat passes" isn't very enjoyable.
  22. Quote:
    Originally Posted by Minotaur View Post
    When I needed LotGs more recently I obviously overpaid at 80M for the 10 or so I bought so I'm aware of what can be done now, but it seems more like work and less like fun than it did in the old days. The challenge was basically to accumulate IOs to slot when you hit the late 30s off your own money without farming or marketeering and that would be tricky now unless you got lucky with drops or went out of your way to get A-merits (particularly as you level up much more quickly than you used to).
    As you mention, there are an awful lot of structural reasons this is the case now. Most of them have existed all along, but some of them have been reinforced. In particular, things like I16 letting everyone be a farmer if they want to and then doubling level 50 earnings come to mind. But those just magnified pre-existing disparities in reward between level 50s and ... everyone else. When you combine that with what I think is wider understanding of game mechanics among the players - and where specific IOs or sets fit into the picture - and people now focus that earning potential on certain things that they didn't used to.

    The main counters to this have been the addition of alternate supply methods, like Alignment Merits. Those divert what might otherwise become additional market competition, therefore likely reducing prices.

    So certainly flippers drive prices to "converge" on new, higher equilibrium points faster or more reliably than those prices might do in their absence, but they don't really do much to create that price. Based on your post history, I am pretty sure I'm not telling you anything newsworthy there.

    Basically disagreements among people who understand all the above come out based on whether individuals think "finding equilibrium" is a laudable thing for someone to do on the market, or whether leaving price instability is the laudable thing. I suspect the best, most "healthy" thing is a mix of the two - some tendency towards a "normal" price with some instability to allow profit making and bargain hunting.
  23. Quote:
    Originally Posted by rsclark View Post
    Acid and grenades are used differently. Not using many grenades means you kill him quickly. Not using many acids means that everyone on the league can handle surplus aggro.

    How many of each of those that you need are very different questions.
    I was pretty sure we were talking about grenades. I don't know of anyone who refers to acids as "grenades", so ... I'm not sure what led to the above.

    I prefer to see all the acids used, at least once 30 IDF have been defeated.* I don't try to gauge how many acids we need to use based on how the league is performing - I want as many used as possible. In practice sometimes people don't use as many of them as I'd like, and that can definitely make a Lambda harder. However, that doesn't happen a lot on Lambdas I attend (whether I lead them or not).

    * When I lead, I ask the league to wait without using any acids for about 90 seconds so IDF can collect. Then we buff up, run in, and AoE the hell out of them. That usually gets us 20-30 IDF defeats right off the bat. I ask for acids to be used after about 25 IDF defeats. This approach is a bad plan if you lack sufficient numbers of Judgements or other strong AoEs and/or don't have enough level-shifts in the league - that can lead to unrecoverable failure if you let too many IDF collect. I have only experienced this particular failure once.
  24. Quote:
    Originally Posted by Garielle View Post
    There IS actually a purpose I can see to the hospital timer. Let's say you're having a particularly bad run. People are dropping, hitting the hospital, and running back out. The timer ensures that if the situation is REALLY bad, you at least aren't charging out one at a time, and getting picked off and sent back. Admittedly, this is something that, yes, players should be able to figure out and coordinate on their own, but hey... you know as well as I do, not everyone on a team is all that bright.
    I've never seen it achieve that. Ever. Even on really horrible, failing trials where everyone was dying a lot.
  25. I have hated "respawn gates" in every FPS game that ever had them. I dislike them here. I actually really think the devs thought people would need to rebuff and buy inspirations and stuff - that the pause would help instead of hurt. Like everyone else, I have never seen the delay in getting back into the action help anyone. I have never seen people gather up in the hospital. They just gather up outside, or, much more often, don't bother to regroup at all. If like 1-3 people die such that they're in the hospital at the same time (which is normal unless the whole trial is going to hell), they aren't going to "group together" in any useful way. Even if they tried, there's no guarantee that they are ATs with powersets for whom that's even helpful. Everyone just charges back to the main group.