UberGuy

Forum Cartel
  • Posts

    8326
  • Joined

  1. I'd be surprised if they stopped the WSTs just because of the 50 "assists" badge.
  2. Quote:
    Originally Posted by EvilRyu View Post
    In all honesty both of those tfs need their rewards revamped by alot. So many folks now are saying screw the WSTF if its Tin Man. Its just not as fun as the ITF or even some of the other tfs. Personally I hate them both simply due to same old thing. +4s and cheating AVs does not make a fun TF at all. In contrast the incarnate trials are significantly easier to deal with because there is some safety with having more than 8 players. But those other TFs you simply could not pay people enough real money to even do them beyond the first time they get the badges. That should be a red flag right there.
    You and I play this game in different worlds. I largely ignored Synapse and played the living bejezus out of Tin Mage last week. I find Tin Mage rather exciting, fast paced and short. I had completed the WST on all 10 50s by Wednesday, and I got the 2nd tier badge for running the WST 10 extra times on my main badger.

    The folks I run it with typically complete Tin Mage in slightly less time than we do the ITF, and we typically complete Apex in even less.
  3. Quote:
    Originally Posted by Hercules View Post
    And I'm curious what extra rewards, beyond extra XP, +1 provides. Drop rates are effected by more Lts and Bosses, not by increasing the level.
    Who said anything about other rewards?

    When you are +1 to foes, you do 1.11x as much damage to them. When you fight level 51 foes, you earn1.354x as much XP per foe. So unless fighting -1s means you can defeat foes around 22% faster over and above the 1.11x damage you deal it's better inf per time (or XP/time if you are leveling a lowbie) to just crank up your level one notch.

    Let's think about people using a 50 to level a lowbie for a second. The lowbie(s) in the missions now get to absorb XP from foes one level higher at (nearly) the same defeat rate as before. (How similar the defeat rate depends on whether the lowbie is actually contributing by directly defeating foes. The lower their actual security level, the less they will actually contribute due to having fewer powers, fewer slots, and smaller enhancement strength. If the lowbie is sitting at the door, or only buffing the 50, the rate will be the same.)

    Now let's think about drop farmers. People who were farming for drops specifically already did it at -1, meaning they were fighting 49s. Now they get to keep doing that and get level 50 drops for non-purples. Now, even the "junk" drops sell for significantly more (I sell crafted uncommons for 5M inf all the time), and earn meaningfully more inf per time while they're at it.

    People who farm for the money instead of drops often do so in the AE, and usually against over-level foes. With an incarnate shift, they straight up get to earn more money and tickets per time (ticket drops scale up with foe XP) at no net change in challenge (assuming they weren't running at +4 already, but builds for which that actually yielded optimal reward/time are rare).

    Edit: and yes, the above analysis assumes you get no other benefit from your Alpha than a +1 level shift, which of course isn't true. But even by itself, the level shift alone means you get more reward/time that are meaningful, either for non-50s on the map or for the supply of inf in the wider game.
  4. Quote:
    Originally Posted by rsclark View Post
    That would defeat the purpose of getting the +1.
    Hardly. You get the benefit of the reward of a +1 foe that behaves exactly like a +0 foe used to, or a +2 foe that behaves exactly like a +1 foe used to, and so on. Frankly, I still have a hard time believing the devs let it work that way, because of how good it is for reward rates. I was positive they wouldn't do that.
  5. I prefer tougher to more, and I prefer both to just tougher.

    When leveling, I increase my foe levels, not my foe numbers. Once I'm 50 and I am expanding what a character can fight, I prefer +2 and x(as much as I can survive). Most of my characters run on +2/x6, a few run on +2/x8 and a my one single-target-only characters runs on +2/x4. With Incarnate level shifts, I increased this to +3 so that my foes were still +2 combat levels above me. +3 foes are OK, and you get plenty of those in regular missions set to +2, but +4 are too slow to defeat for my tastes.

    I always play with bosses enabled, even at level 1. I usually level up with AVs enabled and try soloing them for giggles (though I may use temp powers and the like), but if they're a real pain or for more mundane stuff like Safeguard missions I turn them down to EBs.
  6. UberGuy

    I hate myself!

    Quote:
    Originally Posted by Scarlet Shocker View Post
    But that's actually a serious point that I'd overlooked. The hours and inf I've spent on Scarlet to make her as good as I can could be undone within a few months by the Incarnate system.
    I very much don't see that as a problem. Not for how I play my own characters, at least. If the incarnate abilities make teams so overpowering that everyone is fundamentally redundant no matter what they bring to the table, that's a problem that goes rather beyond consideration of the value of having IOs.

    So long as you're fighting something you cannot trivialize simply by having incarnate powers, a character with rich investment in a strong IO build is still far better than its SO'd peers - the benefits of high recharge, high defense, higher regen rate, and so forth, tend to either multiply the benefits of Incarnate powers or stack with them directly (with the frequently non-linear improvements that stacking in this game provides).
  7. Quote:
    Originally Posted by Dr_Mechano View Post
    Yup MoG never got changed for the Paragon Protectors
    Oh so very much this. I hate having to face PPs who get MoG off. It's a bit fun to try and defeat them fast, or mez them or do something that allows you to defeat them before they can activate it. It's frustrating as hell to be essentially unable to harm them for as long as their version of the power lasts. (They have a very, very early version of the power, which provides defense against everything. Even before the change to MoG quoted above, the prior player character version of MoG provided no Psi defense. The NPC version still does.)

    Quote:
    As mentioned Behemoths still have old school Invincibility and Nemesis Lts still have ye olde Vengeance (you could only fire it off when YOU died, not when someone else did).
    The thing that makes me really jealous is the +DEF most critters still get from using their Cloaking Device clones. How my Blaster would love if his did that.
  8. Knockback Enhancers apply their boost to two attributes, Knockback and Knockup. The link is to City of Data, and Mid's database also shows this. The Archetypes spreadsheet leaked by Iakona lists CoH entities as having a Knockback and Knockup Attribute.
  9. That's fine, perhaps its intermittent. Regardless, it does happen, as evidenced by the info I posted above.
  10. I've played with binds like that in the past, and unfortunately they drove me nuts because moving would cancel queued powers. Otherwise I'd use this too.
  11. I actually did not remember that all of Fire's mez protection was in Burn.
  12. Quote:
    Originally Posted by Roderick View Post
    By my understanding, most, if not all, of the toggles in armor sets used to exclusive with each other, much like Granite is with the other toggles in its set. Basically, you had to choose what type of attacks you wanted to be protected from, because you couldn't run all the toggles at once. It was changed fairly early, possibly in Alpha or Beta, before the game's release.

    While things were still that way, click mez protect would have been vastly superior, because you could activate your mez protect, while still running a different toggle, while toggling on mez protect on the other sets would detoggle your other defenses.
    Unless it was like that in beta, that's not quite right. At release, really the armor sets were an inconsistent hodge-podge of things that seemed thematic to the makers. For example...
    • Regen had Integration's mez protection free and clear. It was also pretty much all the power did - the lion's share of your +regen tied up in Instant Healing, which was a toggle.
    • Dark Armor and Stone Armor had the exclusive toggle shtick - you could have mez protection or exotic protection or L/S protection, but not combinations. Both were widely panned, though you could make up for a lot with Stone by grunting your way to Granite. Granite, by the way, hasn't really changed much.
    • Invulnerability could only get its mez protection by being forcibly immobilized, leading to many a Scrapper and Tanker with Teleport as their travel power. You could run all your toggles at once, though.
    • Fiery Aura was pretty much just like it is now, not counting fairly major changes to Burn and Fiery Embrace.
    • Super Reflexes was also pretty much just like it is now, ignoring its roller coaster ride of power scales, and the significant revamp to critter attack mechanics in I7.
  13. Quote:
    Originally Posted by Silas View Post
    <snip>
    A picture worth a thousand words. Well, a pair of them, but still.
  14. Quote:
    Originally Posted by EvilGeko View Post
    If you go into a particular goal with the mindset that you're just going to have fun beating up polygons then I doubt anything will feel like a slog.
    This strikes me as telling people that if they go into dinner with the mindset that you love Brussels sprouts, you'll enjoy a dinner made of them. Of course, that ignores that the reason some of them were eating Brussels sprouts all along was because of what was for dessert, or because of the company at dinner. Telling them to enjoy Brussels sprouts when they don't get dessert, or when they don't want to have dinner with the other people there just isn't going to convince them to enjoy that dinner.
  15. The problem is described somewhere not everyone may have forum access to.

    If the team leader runs a TF that has foes fixed at L54 with their difficuluty settings on anything but +0 levels, the shards do not drop.

    This happened to me last night. I was the team leader. I did not adjust my difficulty settings because I knew they would not matter on the Tin Mage TF. I can confirm this actually happened and just wasn't me missing the message, because support actually awarded my character the shards.

    A patch is in the pipeline.
  16. You're on target for two of what used to be the "big three" items. The other recent one was Blessing of the Zephyr knockback protection, specifically level 10 versions.

    In general, lower-level pieces of all of these have historically sold for more than level 50 pieces, but the sale throughput rate is lower. Also, it's often possible to make (sometimes significant) money selling the crafted item and buying the raw recipe off the market.

    Some other pieces to look into are Kinetic Combats rare pieces, even the ones which cost one A-merit. These can be very good deals on a profit/A-merit basis.

    I haven't been tracking as much lately, but prices on a lot of these historical "go-to" items from Pool C/D have been decreasing lately, sometimes significantly. You might want to do some research before going the A-merits->sale->money->purchase route.
  17. Quote:
    Originally Posted by Flower View Post
    I take and slot snipes on every blaster. I use them solo a lot and on teams occasionally.
    It's just a simple observable fact that powersets that have snipes have around 3-4 ranged attacks that aren't snipes, and not all powersets with ranged attacks even have a snipe. So there's just naturally going to be a whole lot more demand for ranged sets than by snipes on this basis alone. This doesn't even get into the possibility that a significant percentage of players skip their snipes, but if they did, this would only heighten an existing demand imbalance between the two piece types, viewed as categories.

    So we've probably got at least 3x as many powers out there wanting ranged sets as snipe sets. At the same time, at level 50 (which a lot of people are playing at now due to Incarnate stuff), we have five sniper sets and two ranged sets. As far as I know, mob drops (pool A) are not weighted the way Merit and ticket random rolls were back in I16. So, for same-rarity items we actually get something like a 2.5:1 ratio of snipe drops as ranged set drops, when on a level of relative number of powers, we need at something like at least a 3:1 ratio in the other direction. In other words, we're massively oversupplied with pool A (and probably B) snipe pieces.

    When I get snipe drops, I delete everything except Manticore pieces. I sometimes end up deleting those once I check the market, but sometimes they're worth crafting and selling.
  18. Their travel powers. Unless they had to travel cross-continent or something, in which case most of them would either use suggested but not usually implemented magical or technological means of translocation, like magic gates or spacial portals. Most of their backstories means they have the means to achieve things like this, at least by the time they're in the level 30+ range.

    Only one of my characters has a secret identity. He would either own a car or use Paragon's public transport. He's also a honest to goodness PPD, and so probably has access to a department car. In hero gear, though, he would use his powered armor to get around, again via travel power.

    Another one of my characters is an extremely wealthy inventor and socialite, a-la Tony Stark. He doubtless owns a fine stable of cars and motorcycles. He wouldn't normally ride into battle on one, though. He has inventions for that stuff - rocket boots, anti-grav belts, stuff like that. If he needs to get somewhere distant, he probably owns a jet.

    All the rest of my characters live in what I'll call "hero life", where super science and metaphysics are basically a part of everyday interactions. They don't really have "civilian" existences (for both better and worse), and tend not to have the usual trappings of ordinary life. If they really need a car or something like that, they can probably get one on loan from authorities (if heroes) or just walk up and ... appropriate it (if villains).
  19. Quote:
    Originally Posted by Obitus View Post
    Well, it's not like I've leveled a lot of characters lately, but I can't imagine myself not going to Praetoria first, and from there there really isn't a so-called native side. The beauty of Praetoria is that even good-hearted characters could plausibly fool themselves into going to the Rogue Isles, simply out of a distrust of Marcus Cole.
    Praetorea's nice and all, but my take on it is that it's something I experience for it's own sake. From a concept perspective, I have absolutely zero interest in having all my future characters hail from Praetorea. I create Praetoreans because (a) I want to experience the story arcs there and (b) I specifically decided that I wanted something that has its story origin in Praetorea.

    My core concept for character origination is Primal Earth. I don't mind having some characters from Praetorean Earth, because that's really not much weirder than a few of my characters who ostensibly have roots in Primal Earth. (If you're a fae/elemental being, how anchored, really, are you in what we think of as human-centric earth society?) All of them? Not so much. And I care enough about concept that I'm not going to start something in Praetorea and then "retcon" its orgin as not having come from there.

    Given all that, I'm not going to create everything in CoCole from now on. I'll create most stuff in its "native" original side. I may be a powergamer at heart, but I do slave myself to concept in some ways.
  20. Quote:
    Originally Posted by EvilGeko View Post
    I'm almost the exact opposite. I haven't leveled a character in the Rogue Isles since Going Rogue.
    I still level characters on their "native" side. I don't go Rogue until I'm 50. Then again, I level almost exclusively solo and don't team a lot, usually TFs, until I'm near 50. I find this harder to do, in general, in CoV, because of the foes. (Vahz are nasty, but you outlevel them very quickly.) I find it more engaging in CoV and very tedious in CoH. Especially the zoning.
  21. Quote:
    Originally Posted by EvilGeko View Post
    Redside has the crappiest writing in the game, bar none. 50 levels of being a flunky does not good writing make.
    There's a difference between concept and execution. In general, CoV has what I consider a poor concept but better execution of that concept. Better plot flow, better dialog, more use of arcs rather than one-off missions. All of that may be predicated on a flawed premise: that we are all willing to be flunkies of Arachnos, but how it is actually executed is broadly still superior to the generally themeless hero stories we find in CoH, IMO.
  22. Quote:
    Originally Posted by GuyPerfect View Post
    This is incorrect. Auto-hit powers do not factor into the streak breaker algorithm; neither for nor against. They will not reset the counter.
    Are we sure this is true if the power includes requirements for hit rolls, even though it's auto-hit? Gauntlet includes a toHit calculation that's used against critters like Hamidon even though it's otherwise an auto-hit effect.

    I wouldn't expect that to count against the streakbreaker when not actually fighting a raid critter, but that doesn't mean it might not.
  23. It's easy to create an AV in the AE that has no actual attacks. They make great punching bags for things like this.
  24. Longbow minions above level 10 or so are resistant to L/S damage - the most common sort dealt by many player characters (particularly melee ones). They also consistently debuff defense with their rifles. They start including their stealthed, end-sapping mobs in the 30s. Wardens have dangerous versions of player character powersets, such as Illusion, Mind Control and Rad Emission. Longbow are everywhere in CoV.

    Arachnos mobs contain Mu from extremely early levels; being end sapped before inherent Stamina and before level 20 was just rude. Due to wide array of debuffs and exotic damage types (pure energy, psi, toxic), high burst damage, and mez potential from a wide array of mob types, Arachnos are an NPC faction I always think carefully about diving into on any character. Arachnos are everwhere in CoV.

    Paragon Police, in the 20s and 40+. 'Nuff said, in my opinion.

    Level 25-ish PPD are comparable to Malta in terms of annoyance, against player characters who are not at all as well equipped as those facing Malta normally are. Glue arrows, Acid Mortars, ranged (though lower damage) assassin strikes, and defense debuffing bullets makes these mobs a nightmare. Combine them with the fact that they can appear as stacking ambushes in Mayhem missions and they are something that, IMO, transcends challenge and goes off into annoyance, because they're so overwhelming that you can't do much about it unless you happen to have lots of AoE mez - unlikely at level 25.

    Level 40+ PPD are mostly dangerous because they deal lots of energy damage and, in any significant numbers, will debuff your defense into the sub, sub, sub basement - at range. It's common for my defense to hit the hard floor in mayhem missions with PPD in them. The only other mobs that do that to me are Cimerorans.

    Tsoo extend into the 30s in CoV. Level 30+ Ancestor Spirits use Knock Out Blow. If it connects, it applies a hold, and it does enough damage that one more hit will take out a "squishy" AT. (This was a nasty surprise to me the first time it happened, a long time ago.)

    For some reason, only Villain-side CoT get Succubi. These add a lot more danger to CoT spawns in that level range, because they apply more direct mez and one of those mezzes is a confuse, which is otherwise extremely rare. Therefore many players - especially of melee characters are unprepared for it).

    AV/EB foes start appearing very commonly in normal CoV story arcs in the 25+ game. In CoH they are extremely rare at such low levels in original, pre-CoV content, only really appearing in level 40+ content. The fact that they were so pervasive was one of the reasons given for the AV->EB downgrade feature, though originally it was tied to your notoriety, and not selectable as a distinct option.

    As mentioned already, CoV versions of AVs that heroes ostensibly faced were often significantly more powerful. Back Alley Brawler makes original Marauder look like a complete chump. He gets his own chapter in my book of Mary Sue critter design - he's got all the serious attacks from both Super Strength and Energy Melee, and all of them are 15' AoEs - even the ones that are single target attacks for players. His Hand Clap also does damage comparable to Foot Stomp (at AV damage scales).

    In terms of NPC faction design, placement of EBs and AVs, and giving more NPCs versions of player powerset powers not previously seen in the hands of common NPCs (things like Knockout Blow, Total Focus, etc.) CoV definitely was harder at release than CoH was. This has been watered down to some extent by reuse of CoV critters in CoH missions. Still, some of the critters are still unique to CoV content, and you don't see things quite like them as a hero without switching sides or going into the AE.
  25. Quote:
    Originally Posted by Yomo_Kimyata View Post
    It actually gets a lot worse: "At" and "For" are used as shortcuts for selling and buying respectively. "10 at $50" and "10 for $50" mean entirely different things, and when it comes up before an arbitration board, as it will any time someone loses money, the person who used the wrong word is out money.
    Heh. Oddly, if I heard those used that way, I think I would have interpreted them correctly.