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Is there a reason besides concept or just personal preference that you have Shadow Maul in your attack chain? Maybe just not having enough +rech for something else? Shadow Maul is a good power in some ways for sure, but not because it's good to include in an attack chain. Not a single-target attack chain, anyway.
I would do as you suggest you'd prefer and six-slot Soul Drain, not Shadow Punch. Many modern high-end Scrapper builds omit Shadow Punch entirely, because its damage/activation time make it a poor contributor to strong attack chains. I would replace the six ToD in SP with six Obliterations in SD.
I do recommend slotting Siphon Life as a good attack. Mine is frankenslotted to allow for strong heal as well as damage, but if anyone can afford to ignore the heal and just go all out on the damage aspect, it's a Regen. The common high-end DM attack chain is actually Smite, MG, Smite, Siphon, repeat. Of course that's going to take more recharge than having Shadow Maul in there. -
Quote:It's worth pointing out that something like the Keyes damage does not bypass all of a Tanker's survivability. A Tanker is more than just an AT with the strongest self-Defense and self-Resistance buffs. It is also the AT with the highest base HP and the highest HP cap. That means you regen more HP/sec than any other AT with the same +regen applied, and gain more HP for a given self+HP buff percentage.So in other words, there are many methods that the dev's can use to completely negate the entire foundation of how we view Archetype survivability, and it's perfectly okay with you for them to use whatever means possible every time they feel like pressing the "I Win" button.
While Keyes's antimatter damage "cheats" by bypassing your shields, and "cheats" by always dealing damage equal to 50% of your max HP, because a Tanker is the toughest, hardest to kill AT in the game, the Tanker is one of the least likely characters to die because they were reduced to 50% HP. Losing 50% off the top leaves someone like a Blaster or a Stalker in a far more vulnerable position, because all the threats in the trial that are not the antimatter blast are probably more likely to hit them than they are to hit the Tanker, or would hit for more damage, and that damage would be more likely to be most or all of what the Blaster or Stalker have left.
The point is that as much as the AM blast itself may be ignoring AT survivability, the threat in the trial more than the AM blast alone. I don't like the AM blast, but I don't think it really achieves what you say it does, at least to the degree you seem to be arguing. -
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Quote:I figure something is wrong if I have to use more than 5. I'm often the person with the grenades, so I actually do have a sense of how many are used.I have seen BAF failed exactly twice. The idea that you can more easily succeed at Lam is crazy to me. Maybe is you have 2-3 uber people to carry the rest, but in general, if we don't have at least 8 acids, I'm sorely tempted to just quit.
I certainly do gravitate to a core of players who know what they're doing and usually (but not always) have high-end builds. As much as I PuG the iTrials, though, I don't always have them along. (And when I do, they aren't always on something bad-***.)*
So it may be a server culture thing. Kind of like how some servers have a consistent Hamidon raid culture and can do raids by rote while others can't get a successful one often at all. Maybe reliable Lambda tactics became well-disseminated on Justice or something. Don't get me wrong, I've been on some disastrous Lambdas. Heck, I even led a disastrous one, but it was an 8-man with too many folks that lacked slotted incarnate powers.
* When I can get nothing but those players, we actually run 8-man Lambdas. -
I am completely wierded out by people saying folks avoid Lambda. It's the shorter of the two trials, and I consider it easier. People I play with, and with iTrials (as opposed to other content) I have to PuG a lot, generally succeed Lambdas more readily.
I'll readily conceded that the combat risk is higher in Lambda than BAF. As long as you don't let the 9CUs get out of hand in the BAF, the IDF in Lambda are scarier than the WarWorks in the BAF, and I consider Marauder more dangerous in combat than Siege and Nightstar standing next to one another. All that said, I find people better able to deal with Lambda than BAF. While folks need to listen and pay attention in both trials, they don't have to particularly coordinate in the Lambda trial, other than to avoid splitting up too radically. I haven't found people failing to follow direction to be nearly as likely to lead to failure on the Lambda than I have on the BAF. -
Quote:Carefully read what a lot of posters in this thread are saying. At least half of them outright say they don't think the Keyes trial is particularly hard. What they say is that it's not enjoyable, and that it's not a good return on time spent for the end reward.OK I am just gonna come out and say it. This trial is only hard because 90% of the player base is to damn lazy to pay attention to the info bar and/or follow instructions. This trial is easy if you pay attention.
Content that's not got a great reward per time invested will still be played if enough people think it's a lot of fun. Stuff that's not especially fun will still be played if the reward is high enough (though I think that's a last resort way to get people to play stuff). Keyes is pretty clearly widely considered not worth it and not fun. How "hard" it is doesn't even need to factor in. -
Yeah, we know. I am pretty sure no one here is confused or in the dark about that. The discussion is about how Keyes (not other trials that do not yet exist) has failed to capture broad interest. It'd be dandy if they could adjust Keyes in ways that would make it more popular, but more important in my mind is that they understand what they did wrong with Keyes, so they can avoid repeating it in those future trials.
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Quote:More iXP is an extremely poor thing "balance out" a longer, harder trial against. Here's why: unlocking the slots is the most basic and least functionally useful achievement you can do in the Incarnate Trials. You need components to craft the powers that go in those unlocked slots. I would gladly run more, lower iXP reward iTrials to get to my unlocks because I need the component drops, Astrals and Empyreans anyway. About the only reason to start hurrying to get iXP faster is when you're to the point that you already have enough components to craft an Incarnate power. Once you're unlocked, all you care about is the completion rewards.Some early calculations from the beta suggested that a player could open both Lore and Destiny with only 4-5 runs of it - but that could be balanced out by the bigger chance of failure, and the fact that the fewer runs there are, the fewer end reward tables there are to give the salvage needed to fill the slots.
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Quote:This is abysmally insipid, even for you.If only the devs would have added other Trials, so that players wouldn't be forced to run Keyes to progress.
Do you really not understand that most people want the devs to create new, alternative things for players to do that aren't broadly unpopular? That's a waste of developer/designer time that produces something that so few people want to do that the people who actually do want to do it can't do it anyway.
The question in the OP, and thus hopefully the thread, is about what could have been done to make something very few people want to play into something enough people would want to play that someone could find a league willing to run it on a regular basis. The answer to that should not be "ignore it and do the other stuff". That's just idiotic. Perhaps not because it makes sense for the devs to actually "fix" Keyes, but at the very least because we don't want them to make more trials that so many people want to avoid. -
Quote:Given that I could do two Lambda trials in not much more than the time it takes to run a Keyes, I don't think I agree. Looked at overall, I don't run iTrials for the Empyrean and Astral merits - I run them for the component drop at the end. The comment up-thread is spot on: the iTrials are something that, collectively, we all have to run dozens of times to get into the top-end, Very Rare powers. In light of that, the iTrials need to be both fun and internally competitive with respect to reward per time invested. If they aren't, people will focus their repetitions on the ones that are more fun and faster.I enjoy Keyes as it is, but have thought that it deserved an added completion bonus since launch. The 1 Emp (then 1 astral if you do it again) is a pretty good bump.
Right now, I figure Keyes would have to be worth at least three Empyrean Merits for me to try and run it. I would not run it more than once a day - I would try to complete it for the Empyreans and then run Lambdas and BAFs for component drops (and of course, a couple more Empyrean Merits). -
Quote:These.1: The drag Keyes to the terminal mechanic is tedious and boring. You end up doing a lot of standing around waiting for Keyes to get there. Yes, you can greatly reduce the tedium by taking out as many terminals as possible, but if you have players who are new to the trial, or die too much, or don't have all their level shifts, or can't duo War Walkers, or....for whatever reason can't blitz the second and third reactor, you're in for a lot of tedium.
2: The Keyes fight has way too much crap going on at once. Entanglement just needs to go. On all the trials I've been on everybody just ignored it anyway, it's one more obnoxious graphical effect. The green stuff needs to be more visible. Time stop...what does it even do, other than annoy people? It certainly shouldn't affect people in the hospital.
The amount of damage is fine with me mostly. I personally think it's a sucktastic mechanic for the trial, but if it's going to be included and not basically neutered into meaninglessness, it's about where it probably needs to be.
I just find the reactor phases boring and the end fight completely obnoxious. It's not obnoxiously hard - my problem has nothing to do with the level of challenge involved. My problem is that the challenge it does provide is achieved through some of the most irritating overload of "cheaty" AV tricks I have ever imagined. I have no serious problem with any of the "cheaty" things that the boss AVs do in the Lambda or BAF trials, or in the Apex or Tin Mage TFs. I like all of those, yet I greatly dislike the Keyes end fight, because it feels like someone tried to add all the tricks from all the other Praetorean TFs and iTrials to the end fight, and they created a mess. -
Quote:I never fired up a trial. I bought this game before it was live without having ever played it, and I have never once let my sub lapse.So many people with such bitterness for the "freeloaders," forgetting the fact that they too were such, when they fired up their trial for the first time.
That doesn't make me better than anyone, so don't run down roads I wasn't traveling with the above response. I'm just pointing out that your attempt to show I have some special shared bond with a free player simply doesn't apply. -
Debuffs and Damage Over Time effects both cause foes to flee. The effect is kind of ridiculous. I am rather confident that it has become worse over the years than it was originally - indeed I'm not sure original foes ever ran away short of outright terror effects. Now, however, it is ridiculous, IMNSHO.
I can cause a giant monster to run away by inflicting DoTs and/or debuffs on it, all by my lonesome, even when I cannot possibly kill it. -
Consider two ways to dole out shinies to people.
- Temporal priority. In plain English, this just means "people get in line". If something is free, but in limited supply, you give them out to the next person in line, until you run out, and then the next person in line (and all the people behind them) have to wait.
- Payment priority. This means that whoever pays more gets the item first. Then the next person down gets the next one, and so on. When you run out, everyone has to wait, but when you get another one, it's the person offering to pay the most who gets it.
The odd, non-ordered behavior of the temporal priority we have aside, the ideal version of neither system is more objectively "fair" than the other. They just prioritize different things - being first in line is not a virtue, any than being the player who has racked up the highest score "arresting" critters.
If someone beats you to an item, either temporally or financially, it's theirs. They can do with it what they please. If that thing they do with it is to sell it back to someone who is actually willing to pay more for it, that's their prerogative. You don't get a say, because you didn't buy it. If Player B else is willing to pay 10x what you are for something, how is it morally objectionable for Player A to sell that something to them at that price? Player B isn't getting screwed, because they're honestly willing to pay 10x what you are willing to pay. You can't claim you were screwed, because you never got the chance to buy the item.
Most objections to existence of flippers assume that if the evil flipper didn't exist, the poor, downtrodden player would get the chance to buy what the flipper would have hoovered up. But there is no promise of that outcome - the item may have been gone to either a different downtrodden player or a simply rich player - the Player B from before who will bid 10x what he needs to just to have the item right damn now.
Bidders are lazy. I consistently make millions, sometimes many 10s of millions of inf a day listing things well below their historical price. I will often list things for 60% of what's in the last 5 history and make a sale at full historical max within an hour or less. Selling things like I do is begging someone to flip my goods. Of course no one does, because most of what I sell is low-margin stuff. I make my money because I sell a lot of it, not because it's that valuable.
Lazy bidders and either lazy or just canny sellers create opportunities for flipping. (Lazy sellers create better margins.) If I list for 60% of the historical max, and that's what someone pays me, I got what I asked for. If that was a flipper who then sells the item back with a 70% markup over my price, odds are someone will happily buy it, because they buy mine at that markup all the time. No one gets fleeced in that scenario. Are there some people who went bargain hunting and missed out? Maybe. But the flipper got there first. He has every right to do whatever he wants with what he got by being there first. -
Quote:For me to see how flipping as dishonorable, I would have to see not flipping as honorable. I do not. The market is a highly abstract tool, and that abstraction is a function of the fact that it's fed by large numbers of players. Forcing value judgements into the frame requires assumptions about which player one is interacting with that I feel usually makes the judgements flawed.You can justify it to yourself in any way you like, I don't care but don't pretend it is the honorable thing to do.
In your example of something that costs 1M, why do you have to buy it from the flipper for +9M? Why can't you buy the next one that sells for 1M? If you have to compete with the flipper for that purchase, is it an amount of dishonor worth mention if they force you to pay 1M+1 inf to outbid them? How do you know you had to pay +9M because a flipper bought the one that was 1M inf? If the flipper (or anyone) is successfully selling them at 10M, how do you know you didn't just get beat to the bargain, 1M purchase by another "honorable" buyer, and then bought a widget for 10M from an "honorable" seller?
There's a show on Spike TV called "Auction Hunters". It's about two guys who go around bidding on stuff in storage units hoping to hit the jackpot being able to resell the stuff that's in the units. That's how I view people who flip. They're trying to make an (in-game) buck because they see something they can buy cheap and sell for more. I certainly don't personally find it very glamorous - I have more fun beating/blowing stuff up. But "dishonorable"? Meh. -
I'm on Win7 Ultimate x64, and have no issues. In case it might be relevant, I do have UAC enabled.
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Quote:A totally fair correction. Unfortunately, all it does is lop off the qualifier about critical hits. Criticals are somewhat challenging to quantify, because their probability is usually a function of the rank of the target, and sometimes a function of the power used. It's 5% for minions (and underlings I believe) and 10% for everything else. Because critical hits yield double damage, their average contribution to DPS for an attack is equal to their odds of happening. Even just the 5% average increase in damage for minions pushes the Scrapper ahead.Besides its +675% for brute and +400% for scrappers that means
1.125*5 = 5.625 for Scrapper
0.75*7.75 = 5.8125 for Brute
1.125*5*1.05 = 5.90625
0.75*7.75 = 5.8125
In practice, it's probably more like 6-7% averaged across all entities one meets in missions. Against hard targets like AVs, the Scrapper will rail at the 10% hit rate. All the numbers increase a little bit if the Scrapper has a powerset with a a power that has a hard-coded 15% critical rate, like Headsplitter or Eagle's Claw. -
I didn't even notice you said this, except that Siolfir quoted it. As Siolfir said, this is simply factually incorrect. The Scrapper base * (1+the Scrapper damage buff cap) is larger than the Brute base * (1+the Brute damage buff cap). If you had a Scrapper and a Brute using the exact same attacks while both at their respective damage caps, the Scrapper would deal more damage every time, and that's assuming the Scrapper doesn't critical.
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Some folks see anything that doesn't involve "earning" the sale, either by getting it as a drop or at least converting components into a crafted item, as dishonorable. There's not much anyone can do to argue with such views. It's akin to arguing points of religion or the politics of social policy.
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Quote:Min/max for teams and ignoring AoE are incompatible. AoEs are how teams wipe out large numbers of foes, and large teams face large numbers of foes. Even if each player on a team can wipe out a whole spawn with a single AoE, min/max team play is going to call for rolling from spawn to spawn (or pulling lots of spawns together) and repeat the destruction every time. There aren't many teams that are going to be able to repeat such AoE destruction from spawn to spawn unless they have lots of AoE attacks available to significant numbers of their members. Once you're into team composition realms where that holds true, the AoE potential of the individual characters that make up the team starts to matter a lot. Ignoring it is going to create false skew in the results of any analysis of such play.1- AoE hardly matters when it comes to damage discutions. Minions and most Leuts are wiped away in 2 powers of pretty much any AT.
2- You can discuss minmaxing on solo or optimised teamplay. I chose the later.
Edit: You're probably going to take this poorly, but it seriously doesn't sound like you have that much practical experience backing the things you're saying. If you actually do have a reasonable amount of experience, then it sounds like you have really misinterpreted things you've seen. Either way, I think you're going to continue to get a lot of flack from other number crunching, experienced forum folk, because you're saying things that don't line up with their (shared) experiences, and you're kind of mangling some otherwise pretty well agreed upon analysis methods. The only way you're going to convince folks that your position has merit is to show how those experiences - and the existing analysis that is known to somewhat fairly model it - are flawed. So far, I'm not seeing that. -
Quote:By and large, this shouldn't happen. I am pretty sure there are no uninterruptable attacks in the game that last as long as the time between when you get the warning and when Marauder actually begins animating the attack. (If you trigger one of those amazingly long interruptable attacks, you can, well, interrupt it to run away.)Except when you happen to be mid animation when it goes off. -_-
I am not a fan of un-typed damage, but it serves a purpose. By definition, you have nothing that will mitigate such damage directly. The general purpose of introducing such damage is to get you to either avoid it (as in the case of Nova Fist) or to force you to deal with it reactively (as in the case of the antimatter pulses in the Keyes trial). In the context of this game, reactive mitigation to such damage usually means healing and/or (high) regeneration. Someone who worked on the Keyes trial seems to have wanted very much for leagues there to emphasize healing or +regeneration powers.
Quote:I don't see why these attacks shouldn't work like the attacks in the rest of the game. I can understand them being high damage, sure, but one shotting someone with capped resists? It really just feels like cheating.
The question is how do the devs structure the "cheatiness" of the NPCs so that it's both challenging and fun. Not everyone will agree that certain things are fun.
The 9CU bosses in the BAF are actually very "cheaty". They get +toHit and +damage bonuses that last incredibly long and self stack. If you don't keep wiping them out, they will attain numbers and levels of deadliness that a league cannot survive. There's a part of me that rankles at this ability of theirs, which is difficult to justify in the larger context of the game setting. But it forces most leagues to deal with them, instead of just DPSing the AVs. Because avoiding a catastrophic outcome is well within the ability of most leagues, I think this is a decent kind of added challenge. So long as your league actually spends some effort on it, the added challenge is manageable.
I find Nova Fist to be similar. It's a cheaty power, but I've never had any serious problem avoiding it. Even when hit by it, I usually survive unless it happens while I am also under heavy fire from IDF reinforcements - something that usually only happens during "Master Of" badge runs where we can't close reinforcement summoning doors.
For me, Keyes is overly "cheaty". It's like they took every trick they had thought of for other Incarnate content, threw them in a blender, and added a few more on top. The result is too busy for me, with too many NPC cheater effects going on at once in the final fight.
Untyped damage is just one of many ways the NPCs can "cheat". I think it has its place, and can be used in ways that aren't overbearing. For me, Nova Fist is a decent example of this. Some others feel overbearing to me. I used to feel that Hamidon was overbearing about this, but nowadays I've run it so many times, I mostly no longer care - the workarounds are well-worn gloves at this point. -
You need a Favor of the Well, plus two tier 3 abilities crafted from the same "tree". A Favor of the Well takes two Notice of the Well and I think 32 shards to craft it, meaning you need a total of four Notice of the Well rewards to get from the Uncommon to Very Rare tiers. (One for each T3 crafted, and then two more for the Favor.) Since you can only get one Notice per character per Tuesday-Tuesday week, that takes four weeks total. (Three weeks at most for you, since you have one T3 crafted already.)
Alternatively, you can run Incarnate trials and use their different salvage scheme to craft the slots, but what "rarity tier" of reward you get is random, so its not deterministic how long it will take.
All assuming of course you don't go the route of paying cash + shards/threads or (in the case of iTrial components) paying Empyrian Merits for the components you need. -
Quote:I didn't. Read my response to it, ponder the concept of reading comprehension, and then try again.Did the announcement say that they'd never bring back some form of bundled deal? No? Then why are you acting like it did?
Quote:The reactions this is getting definitely deserves the "unclinch" response.
- That bundled packs may not be back because they are not back now.
- That the a-la-cart method buying all the parts of what are, today, bundled packs is based on current beta prices more expensive than buying the packs.
Quote:The Devs HAVE changed numbers after something went Live, and if traffic in the new Market system isn't where they'd like it to be, don't you think they'd lower the prices or offer more deals to get more business? To think otherwise doesn't make a lot of sense, especially when we're talking about real money, not game mechanics. -
I have something relevant to this discussion that I think is probably fairly uncommon - two characters with the same powersets and builds - one Corruptor and one Defender. I have a Dark Miasma/Dark Blast/Power Mastery Defender and a Dark Blast/Dark Miasma/Power Mastery Corruptor. Both are 50, both are IO'd. They have extremely similar builds, sharing all the same power picks, with slight variations in how I slotted them with IOs. Only one is "incarnated" currently (both have their VR Alphas), but they will both likely have the same Incarnate power other than possibly Lore pets. Both have gotten plenty of play time. Both are played solo and on teams - usually TFs, iTrials or raids.
Why did I do this? Build two such nearly identical characters? Because I really liked the powerset combo on a Defender, and I wanted to experience how it differed on a Corruptor.
Despite the fact that Dark Miasma has a couple of pet-based powers that share stats between the Corruptor and Defender versions, most of the powers in both sets obey AT modifiers. For two characters who otherwise play very similarly, I can very much feel those differences, especially when solo. They should be pretty obvious to most players - the Corruptor tends to deal more direct damage, and has a noticeably easier time beating down bosses or higher. The Defender is safer, gaining more from self buffs, wielding stronger debuffs and longer-lasting mezzes.
Against similar foes, my D/D Defender may actually solo +4/x8 faster than my D/D Corruptor, because she does so more safely, requiring less fiddling to stay alive. Against less extreme odds, the Corruptor probably pulls ahead, because she can handily survive, and typically deals more damage. Which do I prefer to play? It depends what mood I'm in. Each have their benefits, and both to well enough that I've never felt inadequate on a team.
What is the best AT choice for any given player depends on their goals. If your primary focus is teaming, and you like doing more damage, the Corruptor is a solid choice, because it probably is good enough at buffing and debuffing that the rest comes down to the damage preference. The difference in what the Defender can do with buffs and debuffs is numerically meaningful, but the practical difference is extremely unlikely tip any team's balance such that they would fail any current challenge. My opinion is to play what you like conceptually, what provides the stats you like to see and the provides experience you want to play. For me, both ATs can do that. They just do it by focusing on different things. -
Heh. This is going to require popcorn, isn't it?