UberGuy

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  1. Honestly, I was focusing heavily on my existing 50s already. I have 10 of them, and I like lavishing on them.

    I've said many times before - if I have a 50 at all, it's because I really like playing it. I refuse to PL stuff. I play it from 1-50 through mission content, and I mostly solo while doing so. (I start teaming again once I'm 45+.) That means I don't have anything that's 50 that I didn't really enjoy, because the way I level stuff means that if I didn't enjoy it, I would have stopped long before I got to 50.

    As a result, I already spent a lot of time outfitting my existing 50s, and I played them to get them the resources to outfit themselves. All of my 50s are heavily IOd, equipped with things like purples and the occasional PvPIO. As of yesterday, all 10 have a Very Rare Alpha slotted. Achieving this already put a big crimp time allocated to leveling new alts. I19 and I20 aren't changing that, they're just extending it.

    I do have an increasing desire to level some new alts, so I will get to it sometime soon. But I will now get to it less soon that I would have without the Incarnate system, because I have new progress to focus on for my existing stable of 50s.
  2. Quote:
    Originally Posted by all_hell View Post
    This is true. The higher prices get, the less likely I am to sell my supply. I would much rather sell my supply for very low prices. If salvage sold at market for less than the vendor, I would sell all of my salvage at the Market. The higher and higher that "market blockers" jack up the prices, the more I will sell my salvage to a vendor. Free market theory totally backs me up on this one. The increasing inf being offered for a good decreases the likelihood that people will want to sell it. Totally makes sense to me.
    Listen to this carefully, Norman.
  3. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Theoretically it should serve to dampen out the wild short term price swings in the market although in practice it might end up making things worse by eliminating the ability to bid creep.
    It would eliminate all immediate feedback. You wouldn't know if what you bid bought something or not until the next interval. You might have bid 20M more than required and you still wouldn't know until the next gate.

    Edit: It would also reduce the ability to bid low and win by being the only bidder, because bidders would accumulate on items until the next window, at which time the highest bidders of the lot would win.

    Overall, it sounds kind of horrific to me.
  4. Quote:
    Originally Posted by Berzerker_NA View Post
    If the price is 50 in a blocked market, that could be either because demand is low, or because it is high and a lot of people have placed large standing orders. If demand is high, then the best result for everyone would be to see supply increase. But the likely result is that supply will drop instead. That's a bad thing, because it makes more people unhappy.
    I also am beginning to wonder if there's something you're missing about the market mechanics.

    The price cannot be both "blocked" and 50 in this market. The only way someone can "block" in this market is by buying all (or most of) the existing supply. That means they have to buy well above the floor of 50 inf, up probably into at least the 1s or 10s of thousands of inf. They also have to keep doing that. Let's say they want to buy everything listed below 10,000 inf, because they want to try making the price 50,000 inf. They have to put bids out for 10,000 inf that buy up everything listed from 1 inf to 10,000 inf. In this situation, no one who sells and item will get less than 10,000 inf for it, no matter what they list it for. Frankly, when I see this happen, I'm prone to dump my supply rather than delete it, because I'm getting a lot more than normal for it by doing so.
  5. Quote:
    Originally Posted by Berzerker_NA View Post
    I should be clear that the problem is not me on the buying end. It's the seller who gets screwed. The seller just wants to get rid of the stuff so they can get more drops, but if the price is only going to be 5 inf per item, then he/she might as well just delete it and save him/her-self a trip. Usually salvage doesn't drop in stacks (sometimes it does, just not usually.) Nobody wants to tie up all 15 of their market slots selling "simple chemical" type salvages.
    I don't understand how the seller gets screwed by the situation you're describing. Unless you're defining "screwed" as "selling what they sold for cheap a lot higher". I really just can't bring myself to see that as the original seller being screwed in that way, since it's they must get no less what they listed the salvage for (minus market fees).

    Quote:
    Right now, you have to kind of naive to put any of that stuff on the market, or you're going for a badge.
    I do it because I'm going for a badge. I used to never list anything for sale under 10 inf. Now I have to list most High Level Salvage for under 10 if I want to to sell. Why? Not because of what you've described in your OP, but because so much of it is available. I produce (and sell) and buy a lot of common and uncommon High Level Salvage. I have a very good sense of how volatile the market price of any given piece is.

    Only one item has been consistently freaking lately - Rubies. Demand for Rubies seems very high - there are never many for sale at any given time. I don't seem to produce noticeably less Rubies than other Arcane salvage, so I attribute this to high demand rather than low supply. I am not sure what people are crafting that demands lots of rubies - the things I use them for are kind of crappy things that I wouldn't expect a lot of people to want.

    Arcane common salvage is usually more volatile than almost all Tech salvage, with the only relatively volatile Tech piece lately being Silver. Silver I think I understand - it's used in a lot of important Common enhancements. I am not sure if Arcane salvage is disproportionately represented in frequently crafted recipes or if people still produce more Tech than Arcane salvage. I find the latter a bit hard to believe these days, but there does seem to be something of an overuse (from a crafter's perspective) of foes that drop tech as opposed to those that drop arcane or both.
  6. There has literally never been something I wanted to craft that I needed to craft right then. Now, I'm not saying I won't get impatient and pay far more than I need to in order to have it right when I decided I wanted it. You know what? When I do that, I am encouraging people to do what's described in the OP. (Note that, as other posters have mentioned, sweep-and-relist is not always what's going on here.)

    When I'm not being impatient, I post bids when I'm done playing, so that I can bid overnight or whatever, which vastly increases the odds that someone will come in and list at a price I'm more willing to pay at a time no one is outbidding me. Unless I am bidding woefully low compared to what others are bidding, I probably buy what I was after 95% of the time (actual number created from thin air). The point is that the key to saving money on bids is to plan ahead and not try to bid on something the very moment when you want to have it to play with.

    The other thing to mention is that 200k for salvage is spit to an awful lot of people. If I don't need a stack of 18 pieces or something, I balk at something like that only on irrational principle, not because I would actually notice spending it.
  7. Quote:
    Originally Posted by firespray View Post
    I think the best a game can do is to be up front about what it includes. And if it's going to add things that change the existing paradigm, try not to force them on people.
    Indeed. Getting back to the notion that being "forced" to do something in this context probably really means someone wants the end result but not the activity that leads to it, I think that Inventions and the things around it (including the Market and various forms of Merits) are sometimes characterized in the wrong way.

    Most players view the purpose of a things like Inventions to be the benefits one achieves by obtaining Inventions themselves. Some (like Sam) have distaste for the various hills the devs have given us to climb before we can obtain those rewards. We don't get deep access these rewards automatically - we have to go out of our way to obtain lots of them, and some people seem to wonder why that has to be. They would prefer that we had to do nothing special and just have these rewards be bestowed on us naturally, for doing other things we did before.

    However, I think that this misses the realization that the very process itself of working towards lots of Inventions is actually the goal of the Invention system. The benefits that Inventions bestow are intended to compel players to ascend the hills the devs have placed between us and those rewards.

    Now, there's nothing wrong with asking for alternative means of obtaining such goodies, and the devs have actually given us several now. It's just important to understand that, if having some sort of hill to climb is indeed the very point, all the devs will do is give us new, differently shaped hills with somewhat different scenery. Some may be more pleasant to a given player than others, but all will require some climbing, and none will be particularly faster to climb except based on your willingness to climb a particular type of hill.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    This is probably where you and I will have to disagree. I'm probably alone in feeling this way, but I have to be honest - what I do now in-game to have fun is precisely the same thing I did back in May 2004 when I first joined - I made cool characters and I ran missions with them. Oftentimes THE SAME missions I did back then. And I really have no problem with it.
    I'd find it incredibly unlikely that you were alone even if no one here had affirmed that you are not. However, I do suspect very strongly that you are in a significant minority of players. I am one of very few people I knew who started playing this game who still do play it, and they all left because they wanted something new. If CoH had not changed in some notable ways, even I probably would have stopped playing it seriously around the I12-ish timeframe. That's not because of anything that happened in I12, but because I think that, without Inventions to give me something to chase, I would have bored of playing without goals too much by then to remain active.

    I actually consider my viewpoint on CoH more like yours than like most of those bygone players, in a lot of ways. That really suggests to me that your particular personal view on this is fairly out there on the edge. Even so, I don't think you're alone, and even though I think you have a pretty fringe perspective, I think there are people who share it to degrees. I very much don't think this is an "either/or" type perspective. People's tolerance for it varies so that they paint a kind of gradient. I think you just happen to be a very deep shade of black on that spectrum.

    Edit: My own take on change in this game usually goes like this. I start with worry that I won't enjoy the new changes, followed by lots of reading and then experimentation when details become available to figure out what I really think of the on the change, followed by determining how to adapt my play to maximize my enjoyment in light of the change (which may involve avoiding/minimizing exposure to it if I dislike the change), followed eventually by absorbing the change into what I consider my baseline such that the next new thing starts the cycle again.
  9. Quote:
    Originally Posted by Deus_Otiosus View Post
    I dont believe the contribution of 'spamming' a single ranged attack does not even remotely come close to the contribution of a ranged damage dealer or even moreso a Buffer/Debuffer who also has ranfed damage as well.
    Nor did I claim it did. But there's a world of difference in contributing something and not contributing anything at all. Sadly, I feel that a lot of people here on the forums (and in game, particular in places like Freedom broadcast) completely gloss over that. Less becomes reduced to zero - anything that contributes less apparently should be deprecated.

    I have absolutely zero problem with there being situations where melee contributes less than range, as long as they can contribute something meaningful. Given that the fight with BM is just a part of the TF, I absolutely feel like melee characters contribute enough to bother including. Case in point: I went on a 24 minute Apex with one Electric/Psi Dom and seven melees (four Scrappers, a Tanker, a melee-spec Widow and a Bane spec SoA). 24 minutes isn't a fantastic time, but it's awfully decent for that team composition.
  10. Quote:
    Originally Posted by Deus_Otiosus View Post
    What happens to melee players who are not softcapped on this encounter?

    Now they are both unable to attack BM directly for any extended period of time, and are probably not very suited for dealing with entire packs of swords on their own either.
    Uh, I have plenty of melee characters that are not softcapped*, and I run this encounter repeatedly. I find your analysis of what a melee character should be doing ... rather odd. Few of my melees have any way to hold aggro on entire packs of swords, whether or not they could actually survive doing so. I don't take on whole packs of them. I take on as many as I can both engage and survive.

    Also, are we assuming that such a character is typically unbuffed? My characters are usually in the mid-to upper 30s on their highest defense type (usually either Melee or L/S), meaning a single strong shield buff will softcap me. It's extremely common that I have buffs of this sort in a team setting. Sure, sometimes lack them, but it's not what I consider common.

    Even when I have to survive on my own, sans buffs, I haven't had a problem contributing. I either spam my ranged attack on BM (when I have them) or hunt down BM's human accomplices (not swords unless I am trying to save someone from them).

    * For example, I prefer Positional to Damage Typed defense on things like my DM/Regen and DB/Regen because it creates less variation in survivability based on foe type. This means these characters typically cap out at 35-38% melee defense.
  11. I believe the answer varies by person. Some people seem to have a comfort zone which consists of having their cheese moved. Others want consistency, and enjoy that more than change/challenge. Obviously these people will want different things in regards to the question.

    I think that all new video games need to move us somewhere out of our comfort zones, because they want to stand out from existing games. Likewise, any game that is evolving (as most MMOs do) probably needs to introduce some degree of drift away from comfort zones it established early on, to keep itself "fresh" in the eyes of both existing and potentially new players.

    As others have said, if a new game or an existing one's internal changes shift comfort zones too much, I believe that more and more people will seek to avoid the change, either not playing that game (if new), or leaving an existing game or at least avoiding its new changes where possible.
  12. Quote:
    Originally Posted by Largo View Post
    How many of you, on your level shifted toons, have found it necessary to up your difficulty for soloing missions, to keep it interesting? either a level increase or a numbers increase? Have you gone to yes on Bosses now, when previously you avoided them? Have you gone to AV over EB?
    When I solo, I moved my settings one higher to keep the net level offset the same. I play on the settings I do because it's where I ride the balance between some chance of defeat and speedy progress/reward. Making everything -1 to what it was knocked that out of kilter, so I put it back.

    I did not change anything about EBs/AVs. In general I turn AVs off, unless I specifically want to try to solo them. I like trying to doing on new characters, but not generally while playing existing ones. It also depends heavily on AT/powerset.
  13. Quote:
    Originally Posted by slainsteel View Post
    Those are slower than I run Apex's, Tin Mages and LGTF's - why would you want to nerf those people? I'd suggest, give them a speed strategy guide.
    Because we do it with no strategy guide. We say "X TF, 7 spots", and hit times like you see in the thread.

    Not that we never talk about ways to make it go faster, but kind of screwing around and rocking out compared to the median completion time is a lot more fun than careful planning, at least most of the time.

    By the way, are you looking at recent times? An STF in 6 minutes off good, modern ITF speed runs would mean you were doing it in about 14 minutes.

    Since that can't be what's going on with Apex (because it's new and you can't be looking at old times), I'm curious what your times for that are.
  14. Quote:
    Originally Posted by PumBumbler View Post
    With a fast recharging kinetic you can keep your melee on Battle Maiden before she retreats, a kinetic spamming transfusion is able to overcome the damage rate of a single blue puddle.
    Especially /Regens.

    The patches actually escalate in damage over the course of the mission. I'm not sure if it's just a binary before/after retreat, or a more continuous increase, but the initial patch is pretty easy for something with Scrapper HP to wade around in for a bit, especially if they have a level shift.

    Towards the end of the mission, even one patch is bad news.
  15. It's a mix of both. It has a small defense bonus all the time, and the lion's share goes away when you attack, are damaged, or click a glowie.

    You get a base of 1.875% defense to everything all the time. Conditionally, you get an additional 3.75% defense to everything except AoE, to which you get 37.5% defense.

    Those are the unenhanced values.
  16. Yeah, I have the Kismet and LotG:+rech in mine. Usually both.


  17. A bit hard to see the way I've resized it, but most of the team is level shifted. No plan to run it fast, we were just cooking with gas based on the buffs/debuffs and the characters brought. I don't think I've ever seen Battle Maiden retreat the first time as fast as she did on this one.
  18. It's fairly common that I'm on a team that has no primary aggro management character who can keep aggro at range, like a Tanker or a Brute with Taunt. Absent that, she doesn't stick to most characters very consistently, so the "flow control" of the in-and-out approach works well.

    With a taunter who's on the ball, keeping her moving works well. The problem then is people who are used to not having that and who root her anyway, stymieing the taunter.

    It also depends on how much melee is on the team. If you've got a bunch of controllers spamming containment damage on her and a couple of melees, it may be better overall to just let them root her and get your licks in when the openings appear. As always, YMMV.
  19. IMO, the only way you're going to stand completely toe-to-toe with AVs wthout support is to leverage Parry/Divine Avalanche. I have a DM/Regen/Soul with 35/21/21% M/R/A and a DB/Regen/Moot* with 35/21/18%. I run TFs all the time. I rarely die with them.

    Regen is simply not a great choice for something like tanking at least some AVs, even with high defense, because it's still subject to sudden death due to extreme damage, especially from exotic damage types that Tough cannot mitigate. In that regard WP is slightly preferable because it's got some broad-spectrum DR to fall back on.

    When I say I rarely die, that is partly because I don't try things like tanking AVs unless I (a) have to, and (b) even then I fall back on insps or Demonic to fend off high burst damage. On teams my defenses are high enough that I'm pretty easily softcapped with fairly typical defense buffs, especially to melee. I don't shy away from big foes at all, but I do pay attention to my placement where appropriate. Standing on the side opposite the person with AV aggro, for example, is just good practice.

    *I don't have any powers from an epic pool on the DB/Regen.
  20. I run Apex on melee regularly. I agree with Strato. Immobilizing BM is inconvenient for keeping up melee DPS, since she plops a heap of nanite patches on the melees who are around her, which creates a damage zone no one can survive. However, it's pretty straightforward to operate in an "ebb and flow" mode, where you pile melee around her when she's open and recede to use either ranged attacks or to defeat some of her champions.

    When she moves around a lot, what I find is that she is as often as not likely to wander into a newer nanite patch, meaning that she remains out of reach of melee attacks more often than if you let the patches fall on her, then off, etc.

    I've been on an Apex team that was all melee except for a single Dominator, and we still completed in less than 30 minutes. I don't expect that to be typical, but the point is that while the patches definitely hurt melee DPS, that hurt doesn't make dealing with BM untenable.
  21. Quote:
    Originally Posted by Smersh View Post
    Actually, with a large enough team, that's the way it's supposed to spawn.
    I'm pretty confident that's not the case. No other faction does this, even on x8.
  22. To Nihilii's point, it doesn't really matter whether one cancels out their level shift using mechanics or the math. I do think it's important to note any effective level differences when quoting a DPS number, though, because most past effort has been against even level critters. Introducing unstated level differences would make it very confusing to compare to otherwise comparable DPS results.
  23. Try using a custom AV who has no attacks in the AE. You can set their level in your mission difficulty so that you cancel out your level shift. You will have to account for their Regen, but Pylons regen too. You can account for that in calculation.

    Edit: Assuming they have no resistances, you would use this to calculate DPS from a level 51 AV:

    DPS = 28868.60 / Time + 96.2287

    (Based on information that level 51 AVs have 28,868.60 HP, and regenerate 5% of their HP every 15 seconds. This makes the regen rate of a level 51 AV 96.2287 HP/s.)*

    * That regen rate seems low. I got the info from ParagonWiki, and haven't validated it in game.
  24. Quote:
    Originally Posted by Cyber_naut View Post
    Most of the game is about killing as much as possible as fast as possible, which means the name of the game is aoe, and KM is not very strong in that regard.
    Neither is Dark Melee.

    I really don't understand people who get so fixated on AoE. "Most of the game is about killing as much as possible as fast as possible" is a playstyle choice, not a requirement.
  25. Quote:
    Originally Posted by Adeon Hawkwood View Post
    Well since the WST bonus is only given out once even to rogues and vigilantes who run the TFs for both sides I don't think this is an insurmountable problem. I do agree that doing a "Notice" mission should prevent you from getting a WST bonus and visa versa.
    Yeah, I am just not sure how extensible that is. You can create an extra Notice if you have the metric boatload of shards required, but that might just be like that to encourage people to burn shards.