UberGuy

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  1. There are other issues going on with icons that seem to be recent. When I get a large number of icons, all my status icons begin to blink in unison, even ones that cannot be or are definitely not expiring. For example, if I get around 20 Caltrops (fighting Knives of Artemis on x6) and hit a large Soul Drain (7 or more targets) this happens.

    My icons are set for numeric stacking and blinking icons.
  2. Quote:
    Originally Posted by Noxilicious View Post
    I tend to hear the opposite. If you wanna level fast, you wanna set your difficulty to -1 so you can defeat enemies a lot faster. From what I hear the individual enemy may give you less XP, but since you kill them faster, your XP per minute would increase.
    Once upon a time, this was true. Now, I don't believe it is, even if you can AoE your foes well. With XP smoothing came a steep change in how over- and under-level foes rewarded players. As far as I know, this was never documented. I posted about it in the Market forums quite a bit at the time because I noticed how it strongly affected rewards/time my level 50s earned fighting over-level foes. (Inf rewards changed as well.) Fighting under-level foes is worth quite a bit less than it was before XP smoothing, and I believe I did math at one point showing you had to defeat -1 foes faster than the increase in DPS you gain against them to make up the difference.
  3. Quote:
    Originally Posted by Elegost View Post
    Recall that we will be getting 3 more enhancement slots at some point in the future (one at levels 25, 27, and 29)
    Woah. Where's that news from? I missed that one.
  4. I define a spike as a major increase in price of the item compared to its recent-but-relatively-long-term average. It's more meaningful if its sustained, making it more of a hill than a spike. If it lasts for 10 sales, that's not really significant. If it lasts a day, that's more worth notice.

    I sell a lot of the things I was selling normally, and I was selling them for 2-3x what I experience as their longer term average. I sell L50 recharge IOs for 1M from time to time, but but this weekend I was selling basically all of them for that or more.
  5. I certainly saw generics spike. Like mentioned above, I was selling things like common L50 Run Speed enhancers for 1M inf. I even sold one for 1.5M. A few other commons benefited from this as well. L50 Recharge was another one I noticed (and got part of the action for).

    It was a brief spike to be sure, but it was definitely a spike.

    Overall, it was a wonderful weekend for getting memorization badges. People were pumping out low- and mid-level salvage, and prices on ones I looked into dropped nicely, while the price ceiling / demand for crafted IOs shot way up. So I was crafting on the cheap and selling some things for 2-3x their unmemorized crafting cost.

    That may have amounted to small potatoes in the scope of my overall horde, but it was still pretty nice.
  6. I would vote for fully enhanceable healing in Integration. I also would like the afore-mentioned self heal in Instant Healing - I'd be relatively happy with a 20-25% self heal there. And of course I'd be a big fan of Recharge Debuff resistance. I think any two of those would be damn nice for Regen.

    Edit: The Regen in FH is already fully enhanceable.
  7. A lot of that depends not only on one's build (including primary powerset), but also on how one plays. My passive Regen, which is around 580%, can't keep up with incoming damage for the settings I play at on either of my L50 Regen scrappers. One cares less because Dark Melee has Siphon Life pumping HP back into the pool, and the other cares less in traditional missions because Dual Blades is good at mowing down multiple foes fast, which drops the incoming (emitted) DPS.

    (I typically play my Regens on x6 or x7 at +4. Edit: Both have level shifts, so foes are functionally +3.)
  8. Quote:
    Originally Posted by Werner View Post
    Your Regen scrapper can be swimming in mitigation.

    Am I missing something? Or are other people?
    I don't think you're missing anything. I'm a bit off of the recharge needed for perma-Hasten, but other than that, I have all the toys you describe, and use them broadly as you describe using them. And as you say, I don't spend all my time needing one of them running constantly, so I don't suffer that much for the gaps my lower recharge forces on me, since I tend to use the +def powers only when I need a "burst" of high defense mitigation. Against anything but AVs or extremly durable foes, my need for mitigation decreases as the fight goes on and I defeat foes.
  9. Quote:
    Originally Posted by Arbegla View Post
    Thats enough regeneration resistance to handle just about any -regen that gets thrown your way, especially with IH adding about 1000% to your regen when its active.
    Eh. I don't think I agree, and it's one reason I was not hoping for regen debuff resistance for the set as a buff. Foes that debuff regen 1000% or more are extremely common in the late game. That just plain shuts regen off today. After we get this buff, it might take two opponents to doing this to completely shut off regen, and one foe outputting -1000% is still going to hammer your regen rate.

    It's at the point now where, under most situations containing these foes, I have just learned to operate under the assumption that my regen will be turned off. Clearly that's not a good state to be in, but it's survivable due to Recon and the heal in DP, plus MoG. On the flip side, if my recharge gets screwed, my Regen isn't likely to save me, where my heals and MoG could have if they were to come back. That's why I would very much have preferred recharge debuff resistance. Willpower needs -regen resistance, because regen is what it does to get back lost HP. Regen has more clicks going on to achieve the same, plus a mini-godmode that suffers (and benefits) from recharge effects.
  10. Quote:
    Originally Posted by Kractis_Sky View Post
    Regen: *Takes all of it.* Regens through a good bit, esp with IH, and reacts through spikes via DP and recon. Has a nice contribution via MoG. The dam rez does help with steady and spike damage but spikes will come *more frequently* due to lower def so your left with making sure spike heals are up when needed. And regen is overwhelmed more frequently due to lower def. *Yet Regen also takes all of the secondary effects on the chin as well because IT WILL GET HIT.* It's supposed to.
    Well, you're being a little self contradictory here. You don't get hit when you're using MoG, barring bad luck with the RNG. Regen doesn't take "all of it". They take all of it (well, the full average for no defense) when MoG is not up.

    Also, I think you're making the case sound a bit strong when you say Regen gets overwhelmed more often because it has lower def. That makes it sound as though Willpower has lots of defense that let it avoid getting overwhelmed most of the time. Assuming nothing but ED-slotted defenses, its got around 4% defense to L/S, 12% Psi defense, and 15-16% defense to everything else.

    That's certainly decent defense, and of course its a huge base to build towards the softcap with. It's not going to rule the roost on its own, though. By itself its not going to save a WP from lots of flying debuffs, (especially -defense debuffs, despite its resistance to them).

    So a WP is going to suffer less secondary effects on average than a Regen, but unless we're talking about near softcapped builds, they're still going to suffer plenty of them.
  11. Quote:
    Originally Posted by Shard_Warrior View Post
    Very well put.
    Perhaps, but if so it's a well put opinion about what the concept of a "Regeneration" powerset should be, mapping available game mechanics to a name. As such, all you're really saying is that you share his opinion. I don't. Ultimately, I'm not sure why these opinions are being brought up in a discussion about buffs to and the effectiveness of the powerset. It could be called the "Bob" powerset, but how well it works or not wouldn't be affected by its name.
  12. Quote:
    Originally Posted by Shard_Warrior View Post
    Highlighted for emphasis. Those are lending more to your "survivability" than your Regen is.
    And how much of the survival contribution for a high-end Willpower build comes from the nonlinear returns of stacking +defense IO bonuses? Sure, the high end of those benefits is possible because of a nice base of +def provided by powers in the Willpower powerset. But if Willpower's in-powerset +defense was nil, like Regen's, would people be saying how Willpower outshines Regen? I rather think not.

    So what it comes down to IMO is that Regen's surivability is called "gimp" compared to Willpower almost solely because its powerset contains no +defense to build on with pool powers and IOs.
  13. Yeah. While Willpower's HP recovery is arguably more "purely" in the form of +regen than Regen itself is these days, I still think Regen fits the concept just fine. The Regeneration powerset's name isn't about just about +regen. It's about hyperactive regeneration of damage. Healing works just fine for that concept.
  14. Quote:
    Originally Posted by Kractis_Sky View Post
    IMO, give "instant healing" an *instant heal* (some up-front big heal then sustaind over its life)
    I saw this suggested some months back, and I thought it was a good idea then, and it's grown on me since. IH lives in a weird place. You need to know you're going to need it before you use it, because the combination of its activation time and the fact that it probably won't save you if your health gets too low before it kicks in means using it reactively is dangerous. If it had a decent heal on it, this could address a big chunk of that in a lot of (but not all) situations. I would be much more likely to use it as a reactive power, because it would be more likely to succeed when used that way. I think that would lead me to use it more often overall, rather than it suffering from a slightly less impressive version of "too awesome to use".
  15. Quote:
    Originally Posted by Diesel Punk View Post
    For the new Endgame content, with iTrials and things like the Apex and Tinmage TF, even the ITF and LGTF/STF, Regen is definitely a gutter dweller. Dies quick and can never manage to stay on its feet long enough to matter. Layered Defenses are more and more the optimal way to build.
    Heh. Learn to play. My Regens are my go-to characters for the trials.

    Edit:
    Quote:
    Originally Posted by Diesel Punk View Post
    Keyes is not a hard trial. Lets see you solo the groups of Warworks and IDF that are chilling around there and then tell me your regen is on par with Willpower or Shields or (Soon to be) EA.
    I did a Keyes Tuesday this week. During the 2nd reactor, the group ran up, and one of the three other people I was on Skype with asked me how I was soloing one of the spawns that guards the terminals. (I had been doing this to spawns during the whole phase, they just happened to bring the group to one I was soloing then.)

    Do I claim Regen is "on par" with Willpower of Shields for top-end performance? Not across the board. In the gutter? Learn to play.
  16. Quote:
    Originally Posted by Fulmens View Post
    In order of shininess, for me, it's "market slots, recipe slots, enhancement slots."
    For me, it's recipe, market, then enhancement, with salvage and vault coming in distantly.

    Like Roderick, I stop whatever I am doing when my recipes fill up. Unlike Roderick, I do store stuff on the market, particularly salvage pre-crafting binges, and I'm a moderate volume seller. 5 slots is 50 items if you can 10-stack them, meaning one market slot has more value to me than 10 salvage, just because it's either potentially 10 items or an extra listing/bid. Enhancement trays I don't care about in normal play, but they could "pay for themselves" in a virtual sense the next time I need to rip a bunch of stuff off of a character. (In fact, I have a huge store of valuable Hami-Os locked in alternate builds on at least two characters, and the enhancer slots would make tearing those off much easier.)
  17. Quote:
    Originally Posted by Obsidian_Light View Post
    Those of us who do actually play the game have gone into a type of hiding. You won't find us in searches, our channels are private, we start in Galaxy City, and move to Kings Row ASAP. The only time any of us touch Atlas Park is to do our Cape and Aura mission, or the occasional trip to WW to grab something quickly.
    Sadly, this is the thing I will miss about losing Galaxy City.
  18. Quote:
    Originally Posted by TrueGentleman View Post
    While I wouldn't describe the CoT as "Lovecraftian" either, HPL certainly populated his stories with robed cultists, e.g. The Festival, Dreams the Witch-House, The Shadow Over Innsmouth, etc. It's a widely used and recognized trope
    Which is precisely why I would never use "Lovecraftian" to describe it. The CoT are, at their core, just an ancient race of human wizards who, based on in-game stories, traffic in your garden-variety fantasy magic, including some rather significant bargains with demons. Lovecraft is a much more specific trope, characterized by Eldrich Abominations or things that are otherwise cosmically wrong. While Lovecraft stories often contain cultists, that is certainly not what characterizes them.

    About the closest thing I can get to a Lovecraftian feel from the CoT is that they are very old. Indescribable ancientness was a common theme of actual HPL fiction (less so in the Mythos works of his peers). The game lore doesn't stress this ancientness much - it's just part and parcel of the CoT's story and isn't presented as anything inherently horrible the way I think HPL would have tried had he created them. (And probably with good reason - I always thought HPL was weird for seeming to think that the ancient was intrinsically horrible.)
  19. Quote:
    Originally Posted by The_Haze View Post
    So the Circus of Thorns was what you were shooting for right? Seriously, this make over is terrible and completely lacks the Lovecraft flavor that the Circle once had.
    Um, the Circle of Thorns has never evoked Lovecraft for me. Ever.

    I have no problem with you disliking the new look, but I don't get that as a reason for it at all.
  20. Thanks to the art team (and others) for listening. These are vastly better than the initial pass at revamping the CoT. I do think some of them are a bit over the top, but as over-the-top costumes go, these are really well done. Most importantly, I feel you did recapture things about the CoT that are iconic - being essentially faceless, the glowing eyes, and the robed mage look.

    I am quite pleased overall. Thanks again.
  21. It got people to adopt early. If they then say "hey, you can all keep getting it forever" no one will believe them again. "Hey, if we don't adopt, they'll give it to us anyway".

    My bet is that they probably will eventually, but not for a while, at least. Or we'll have to buy it.
  22. UberGuy

    Rocket Boards?

    Quote:
    Originally Posted by Scythus View Post
    Bah, I'm with Forbin on this. Flying inside missions? Don't you... y'know... bump into the architecture? I know I do when I make that quick retreat during the timed escape in the end of the villainside Protean mission.
    Nope. In fact, I do that far more with characters who have Super Speed.
  23. I agree with the notion of preferring Hasten on auto than Dull Pain. I like only using Dull Pain when I need it. If I can afford to use DP in a reactive fashion, after I take damage, I benefit from using DP's big heal to negate damage taken, and then I'm more durable due to the +HP for two minutes. If DP is on auto, I would probably just benefit from the +HP, with the heal's benefit being essentially random.

    In contrast, Hasten doesn't give you any burst benefit when you use it. If you want to auto something, I think it's the better choice.
  24. I am not thankful when things that don't actually do something useful are fixed. I will be thankful when the need to resort your teams on zoning into a trial is fixed. I will be thankful when people with ATI video cards stop crashing so much more often than ones with nVidia cards. (Note: I have an nVidia card and basically never crash.) People can run trials smaller than intended? Oh no!

    Edit: To Strato, I feel that the formation maximum is sufficient for the stated goal. If someone goes out of their way to form a sub-sized league when there is a an enforced minimum start size, then any frustration they suffer should be on their own head. Therefore, I don't feel this feature is useful, and this guides my response, above, that this was a bugfix for a non-useful feature that wasn't working as intended.
  25. Quote:
    Originally Posted by Snow Globe View Post
    It isn't a new feature with Issue 20.5, and the people that duo'd the trials did so because of a bug that prevented the league from collapsing for too few players. Thankfully it has been at least partially fixed.
    I am quite unclear on what there is to be thankful about that. Even if it was a bug, why is that bug something to thankful to have removed? That strikes me like being happy that they changed a variable name somewhere in the source code.