UberGuy

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  1. I'm going to pitch in with folks that at least part of the problem sounds like the sets you've tried. CoH's support sets have an awful lot of variety in how they play, a lot more variety (IMO) than most truly offensive characters do.*

    Another thing is a matter of playstyle philosophy. It sounds like you have played according to a philosophy where when you play a support character, you really concentrate on support and not much else. I know from their forum history that some of the folks who have replied here very much don't subscribe to that. I know I don't. I play a lot of Dark Miasma characters, and I use my debuffs and whatnot frequently on a team, but I do so by inserting their casts into my blast attack chain. I'm always blasting something. I don't want to play a pure support character, I just want to play a character who happens to be able to support others. Probably the best middle ground for this at the AT granularity is Corruptor, with Dark Miasma and Rad Emission probably being poster children powersets for this kind of play. On a Controller, you are probably going to prefer one of the control sets that actually deal meaningful damage, with Fire Control being pretty well known, but Plant and Mind (at least for ST damage) being also pretty decent.

    It's not clear to me that something like a Mastermind will really please you, since Masterminds can be viewed as being passive in their own way. The Mastermind often does not do much to foes themselves, which may result in a feel like one is playing a support character to their own pets.

    As an aside, though I understand why you appreciate it based on your post above, I really dislike that a lot of support (buff) powers in D&D 4e require a successful hit roll on an enemy. I would much prefer more of them to be unconditional.

    * Some of what I consider the largest variety in how melee offensive sets play is found among the original Tanker powersets, which now have a more clearly defined role as "offensive" in their incarnation for the Brute AT. These sets have what has historically been a greater access to things like control powers which can really change the feel in how a given attack set makes a character play. Again, IMO.
  2. Quote:
    Originally Posted by Syntax42 View Post
    At 45% defense, most enemies will only hit you about 5% of the time because their base chance to hit is 50%. This means you only take 10% of the original damage dealt.
    I just have one nit to pick here, and I'm pretty confident the only reason it's here for me to nit is that you didn't say exactly what you meant, but I just wanted to make sure in case someone read this and didn't know any better.

    Only +0 minions actually have a 50% chance to hit you.* Everything of higher rank and/or level has accuracy bonuses that make their actual odds of hitting you higher than that. What actually happens at 45% defense is that most foes hit you at 1/10th their normal probability. So if they would normally have an 85% chance to hit you sans defense, at 45% defense they have an 8.5% chance to hit you.

    Standard disclaimers apply about this all changing if the foe has +/- toHit applied, of if you have -defense successfully applied to you.

    * Even then it's possible a +0 minion has an attack with > 100% base accuracy. I don't know of any examples offhand, outside of the AE.
  3. Quote:
    Originally Posted by Jibikao View Post
    With the old difficulty setting, I would say my Stalker seems to solo a bit better than my currently MA Scrapper. However, you can be creative with the setting now. Instead of doing +2/+3 x 1, a Scrapper can probably solo more efficiently with +0/+1 x 4 setting because Scrapper has more aoe. Single Target sets used to have an advantage when it comes to soloing but not anymore. Take Mastermind's /Poison for example. It has awesome ST debuffs and it's good against +3x1 but now with the new settings, a /Dark can solo more "efficiently" at +1x6 (AoE debuffs in Tar Patch and Darkest Night pull); where as /Poison will be less effective against +1x6.
    I cringe when I read stuff like this. Why? Not because I think it's wrong-headed. Because it's highlighting an old, pervasive imbalance in how good AoEs are in this game. I file stuff like this under "be careful what you wish for." One way the devs could deal with disparities in "efficiency" like this between AoE and Single-Target stuff is to bring the hammer down on how much more effective AoEs are in time and endurance. I'll be honest, I hope that never happens, because I love what we can do now, and thus I have some hope that it's so pervasive and baked in that the devs leave it alone. On the other hand, being imbalanced forever and a day hasn't kept them from addressing some other "broken" things.


    Quote:
    My other question is would you take a 25% capped Critical Team buff but you get it for sure whenever you team? Is that a fair trade-off? I would take a sure 25% over 33% potential.
    I think I would start by asking if that's a trade-off we have to make? Given Stalker HP, and so many things they can bring to a team could be offered by something else, is letting them have an unconditional critical bonus out of whack?

    (In terms of whether it's technically feasible, standard code rant applies, but the way the Defender damage buff unconditionally decays with team size seems to suggest it's possible.)

    If the answer is "no, you can't have both"... I don't know. I guess it might be OK. The 33% works pretty well for me, because teams I run with tend to run around in a clump, especially around hard targets.
  4. Quote:
    Originally Posted by Dispari View Post
    Goals: To complete said content

    Speeding: Maybe (hint: You don't need Stalkers to speedrun, in fact most teams don't use them, and there are plenty of more capable people at speeding and recalling; the average Brute or Tanker can just run through enemies without even needing stealth)

    Glowies: Probably (hint: Stalkers are not especially competent at finding and clicking glowies, at least no moreso than other stealthers, since they suppress when clicking; in fact Widows are better at it since they have both stealth and smoke grenade; Stalkers would be less competent than the average stealthy Scrapper, VEAT, Controller, Brute, Tank or even a Dom who has invis for LotG mule since they'd be more likely to solo a spawn if necessary)

    AV: Maybe (hint: Stalkers are not especially good at killing AVs; AVs are a DPS game and Stalkers are sub-par compared to other pure damage classes you could take such as Scrapper or Blaster; any other option such as VEAT, Brute, or Tanker would at least bring team buffs or ability to take significantly more damage and hold aggro)

    300 foes: Probably (hint: Stalkers have less AoEs than anyone else, and regardless of content you're going to be spending 95% of your time fighting large swarms of things)

    Powersets: All of them (hint: Stalkers are at a disadvantage in damage buffs and self-defense; the only set Stalkers get that's particularly great is Ninjitsu, but sets like Fire Armor, Shield Defense, and sets with alternatives to BU are more advantageous in a teaming environment)
    Hint: I know how to play the game, and rather well. I'm pretty sure I don't need your "hints" to help me understand anything relating to game mechanical differences in ATs, powers or powersets. I run with speed teams, stealth objectives all the time, participate in steamrolling of AVs on teams, and also solo AVs all with a variety of ATs. I am not laboring under any misunderstandings about what's possible.

    Your argument comes down to "well, if I've got someone on the team who can do everything that any Stalker might bring to the team, why invite one?" And once again, we can ask that question of any character, especially characters who bring narrowly focused abilities. We've got a Cold, Rad and Kinetics... should we invite that FF/Psi Defender? We've got two Illusion Controllers and a Plant Dom... should we invite that Tanker?

    I get that the narrow role specialization of the Stalker means that plugging in any other melee AT is probably going to bring conditionally comparable or probably simply greater damage capability (assuming comparable build powersets), and maybe more AoE (depending on what the other AT's version of the powerset offers - I don't think we should be offering a Dark Melee Scrapper many nods for greater AoE capailbity, even though it's technically true.) I get that the Stalker is more fragile thanks to its lower HP. I get that Placate isn't very teammate friendly.

    I don't think that always unambiguously means I am going to prefer a Scrapper in every conceivable scenario. Is it a safe bet? Sure. I'm probably going to be happy with the Scrapper. If the Stalker's player is not what I think is an idiot, I doubt I'm going to be unhappy with the Stalker. Adding them to my team never makes my team worse than it was before adding them. It may not make my team as good as adding something else.

    By the way, Stalkers are not at a disadvantage at self-defense. They are at a disadvantage in HP. (If that's what you meant, my apologies, but I don't consider HP "self defense".) Their direct copy mitigation powers share the same scales as Scrappers, except for cases where things were done to make room for Hide in their powers list, such as happened with Super Reflexes.
  5. Quote:
    Originally Posted by Dispari View Post
    "Scrapper or Stalker on your team" is not clear enough that the discussions in this thread are about who you're inviting to your team?
    No, frankly, it's not. Seriously, do you have to ask me that, reading as many threads as I know you do here?

    You made statements that contained no internal qualifications about teaming comparing the performance of Scrapper and Stalker. They did not read like they were talking about teaming, despite the context of the thread. I took them at face value as a complaint about the unconditional relative performance of the Stalker AT, and that you were using that as justification for not inviting them to a team, rather than that they were conditions that held specifically on a team.

    In other words, there's a difference in: "Stalkers are always weaker than Scrappers, therefore I will not invite Stalkers to a team" and "Stalkers are less useful on a team than Scrappers, therefore I will not invite Stalkers to a team." I read your quoted post as the former.
  6. Quote:
    Originally Posted by Crashed View Post
    If I'm not mistaken, the context of this entire argument is in team play.
    If Dispari wants to clarify that the quoted statement meant that Stalkers "bring only cons when invited to a team", I'm willing to drop the sub-argument. Even in the original post's context, and in their subsequent response to me, that intended meaning is not at all explicitly clear to me.
  7. Quote:
    Originally Posted by Deus_Otiosus View Post
    Hypothetical Situation:

    Let's pretend that the AT you choose, Scrapper or Stalker will not be played by an actual player whose feelings you will hurt.

    It will be played by a highly intelligent AI that has no feelings, has the ability to match primary and secondary powersets as closely as possible and the AI gives you the choice of which AT (Scrapper or Stalker) it will join your team with.

    Which do you choose?
    For what kind of content? What are my play goals? Am I speeding to the end of something? Are there a lot of glowies? An AV at the end? Do I have to defeat 300 foes? What powersets do the AIs I'm choosing between have?
  8. Quote:
    Originally Posted by StratoNexus View Post
    Stalkers have no meaningful advantages over scrappers. Maybe you glossed over the word meaningful in your first read. Maybe you thought it meant compared to all other ATs. But in the context, I think it is a valid viewpoint and I agree with it.
    [Placate]

    If you don't think that's a meaningful advantage, I think you don't know how to leverage it. It's of little use on a team (and some people consider it a downright negative when used there), but I can tell you I damn well wish I could placate some things when I play my Scrappers, especially solo.
  9. Quote:
    Originally Posted by Deus_Otiosus View Post
    qft.
    I think it's a crock.

    What I think is far more correct to say is that the Stalker's advantages are widely considered not to outweigh their advantages, particularly on a team.

    Nothing but disadvantages? I'm going to be horridly blunt: that's just stupid, and anyone claiming it is trying too hard to railroad their opinion over others.

    I don't know why it's so hard for people to discuss something that might actually be a problem without dissolving into such ridiculous hyperbole.
  10. Not only are they attacks, they're some of the better attacks available to the set. Slotting them as mezzes significantly diminishes your offensive capacity for questionable returns.

    In particular, Cobra Strike has an immense base stun duration for such a meaningful attack. If the chance for it to activate cooperates, it will be permanent against even-level foes with no slotting at all. That means that with the kind of recharge slotting that's beneficial in any attack, it's going to be stackable even with no stun slotting. My MA/Regen Stalker's Cobra Strike has 5 pieces of Hecatomb and the AA Stun/End piece in it, which helps a lot with the cost of spamming it and gives me stun duration that will let me keep a +2 boss stunned.
  11. Quote:
    Originally Posted by Nitra View Post
    With Fitness going Inherent, has the fighting pool taken it's place as a must have pool power the way fitness used to be?
    No.

    I would nominate Leadership for that.
  12. Quote:
    Originally Posted by Eiko-chan View Post
    In this one regard, I really like Apex and Tin Mage. TFs should have a merit-worth based on difficulty, and time should not be a factor in the slightest.
    What suggests to you that these TFs' rewards are not (or at least will not be) intended to be balanced around median completion time?
  13. I consider myself fairly strongly opposed to things I think will create slippery slope, self-reinforcing feedback loops in the market, driving people away from it. I have argued for and against various player proposals for the market (or things related to it, like drop rates, fixed price stores, etc.) on the basis of whether I felt they would impact the likelyhood of people using the market.

    I simply do not get any vibe that what you're talking about is having the effect you're talking about at the price levels we operate at.

    Off-market trading has always happened for stuff under the cap, because it's smart for the seller to do to save the 10% fees. The key is finding a consumer for your goods. For most players, the easiest way to do that is the in-game market. For the convenience of matching your list price with the highest bidder, the market takes 10% of your dough. But the market forum is here for barter and sales too, among other things, so if you are willing to use it, or perhaps have some other avenue to find buyers (a global channel, perhaps) you can bypass the in-game market.

    Remember, correlation is not a clear indicator of causation. We have inflation, and we have increased off-market selling. That doesn't mean the former caused the latter. You know what else we have that we didn't have very long ago? Alignment merits allowing a lot more people to produce and sell PvPOs, and an email system allowing cross-server transfer of goods and inf. What if the people who created and sold a PvPO on this forum or in some channel or SG had good luck with it decided "hey, that's not so bad, maybe I can sell more stuff like that, and save on the 10% fees!"

    Could it be caused by rising prices? Sure, and in the case of stuff that's selling for over 2B, definitely. Is it likely that's the cause in any general increase in off-market selling? I think there enough other potential causes (that make a lot more sense to me) that I don't see it.
  14. Quote:
    Originally Posted by TonyV View Post
    See, what I don't understand is your need to get that badge right now. How many years have you been playing? Do you think that badge is going away next week? Have you ever actually run across someone who said, "Wow, you have that badge already? You're awesome!"? Two years from now when we both have the badge, will yours be in some way superior to mine because you got yours now and I do one extra WST a week and get mine in a year? Do you plan on quitting soon and you're trying to jam it all in now, and if so, why do you care whether you have the badge or not?
    I want the badge, but not so much that I am cramming in more TFs just to get it. I'm an active badge hunter, but I'm fairly lazy about it.

    I do want the Incarnate slots, and yes, I'm the kind of player that cares about, say, the difference in the Rare and Very rare versions, at least on several of my characters. When it comes to something that I will get some kind of increased performance from, I'm definitely not willing to wait years to have it. Those years are time I could spend playing with the thing I want, and having it to play with is the point of wanting it - it's not an abstract goal. Also, I don't know if CoH will be here next year. I don't know if I will be here next year. There is a limit to the timescale to which I am willing to defer goals.

    Here's the thing - I'm not actually hugely manic about getting things like this either, but I've learned a lesson about the social behavior behind things like this, from years of past experience with how the community reacts to other time-gated events, like holiday badges. Here's what happens. When the gates open, tons of people do pile in and work on the event. If you join then, it's really easy to make progress or achieve the new shiny, because there are lots of people doing it.

    The longer one waits, the more "desynchronized" the community becomes in terms of performing the activities in question. The longer you wait, the harder it becomes to find other people doing the activity of interest. In my experience, even if I don't actually have a burning desire to blast through an event's shinies in one day, I find that if I wait until the hubbub has died down, actually getting the shiny takes far longer - and for annual events, that's longer than I am willing to wait. So I cram my activities in when the hordes are pouring through the gates, even if I don't actually want it so badly that I need it on the time scale that results in. I actually want a middle ground timeframe, but one that meets my wishes isn't usually available.

    Incarnate content combines this kind of time gating with performance-related goodies previously associated more closely with either leveling or with Inventions. Those are both things that, while playing with other people can help with progress, there's really no equivalent to something like the WST. (The closest equivalent I can think of would have been using TFs to earn Reward Merits to obtain IOs.)

    So combine these, and I want to run a lot of very specific TFs, I don't want to wait months and years to finish them, other people are running them right now, and to take advantage of as much of that as I can, I want to fit in as many TFs per time as I can, which means I want those TFs to be short. That means I want people to run speedy TFs. Fortunately, I know a core of other players who share my play goals, if not my specific motivations. We don't really do pug TFs, though we do invite others to join ours. Most of us tell people it's a speedy run when we advertise those pick-up spots, and I always do if I'm forming the TF.
  15. Quote:
    Originally Posted by Rhysem View Post
    Re Fulmens: Yep. I'm actually kinda worried we're getting dangerously near market collapse into a barter-only economy. I'm worried about it because if we get the market collapse (as you elaborated on), then ... what is inf good for?
    We are seriously nowhere near that.

    The only things that sell over the cap are extremely rare and desireable PvPOs. The only things that sell for a large fraction (>15-20%) of the cap regularly are purples.

    These items are a tiny fraction of the market's transaction volume. The vast, vast, vast majority of the volume of items that pass through the market do so for less than 50M inf per item. That's the part of the market that constitutes the bulk of the "economy". It's nowhere near collapsing.

    Could we get to the place you're worried about? Yes, I think it's possible. The devs would probably have to do things that got us producing on the somewhere on order of 10x as much inf/time (total, across the playerbase) as we do now.

    Barring that, I really think what you said, or at least the way you said it, is rather alarmist.
  16. Quote:
    Originally Posted by Bright View Post
    Mine smash just fine... and usually get the job done as far as survival goes, too, honestly, for all the jokes I make about them being scraps-with-a-taunt... But running around trying to keep up with two AVs and all the bots at the same time? That's just a pain in the rump.
    I don't think I've ever seen any of the hard ATs run around in that pile. Most sit squarely in the middle right up against the computer, with the AVs right there next to them. Often some of the squishy ATs are up in there too, depending on whether they can either stay away from or get protection from Requiem's stun aura. For a lot of team compositions, huddling up in the middle is actually the safest place to be. Sure, it's under the concentrated fire of everything and it's uncle's dog, but it's also the center of every AoE buff and heal the team has. I know I find it the safest place to be on most of speed run-throughs I attend.
  17. Quote:
    Originally Posted by Rhysem View Post
    No, you missed my point. If Rylas point about "well the bennie is huge it should be hard to get" stands, then why does Steadfast Protection stand where it is? Sure, the PvP IO is "better" because it takes you to 6%, but the same argument can be made about Steadfast if you already had the PvP IO first (maybe you PvP and got lucky and decided to IO yourself out then?).


    It doesn't really matter which you got first -- you need both to get to 6%. One is classified as rare. One is merely uncommon. But somehow I'm supposed to believe that because one is "rare" that its okay for it to be so hard to get, yet its okay for steadfast to be easy. I question this assumption.
    I didn't miss that point, I just didn't imagine you could be trying to make that point.

    The devs don't want it to be easy to get two of those. One is harder to get because they want it to be harder to have two than just two times as "hard" it is to have one.

    (And no, while I have some of these IOs, I either bought them or created them with A-Merits.)

    Quote:
    That leads me to a side question: if I place a second 2 billion bid for the PvP recipe (I've had one sitting for 3 weeks, no dice), the market will "combine" them since they're identical. Can I cancel my bids? It'd try to hand me 4 billion inf ... which is a no-no. Will it be smart and cancel just one, or would that become sunk money I'd never see again? Similar with selling two of said recipe (or, maybe a bit more realistic, say 10 purple recipes)?
    No, sadly it is not that smart. It will refuse to give you your money. You can request the issue be cleared up via petition.

    We warned them about that when that feature was still in beta, but they left it like that. I'm guessing that soaking up the occasional support request was easier than changing the market interface.
  18. Quote:
    Originally Posted by Rhysem View Post
    False. Assumes market prices can go arbitrarily high as opposed to being capped at 2 billion per transaction. I'm not convinced that skimming off 200 million per transaction of the high-end IOs is going to be enough.
    Did you stop reading the post there, or something?
  19. Quote:
    Originally Posted by PumBumbler View Post
    You didn't need incarnate stuff to do that in the first place.
    My favorite is when we're hip deep in Phalanx robots, looking around at each other going "OK, who was supposed to go get the AVs?"
  20. Quote:
    Originally Posted by Bosstone View Post
    Yeah, but that's a long cooldown, no? (I don't have ATT.) During the Riders mish, for example, our Bane ran ahead to each room with the Riders to port everyone in. Can't ATT four times in one mish. Otherwise we did use ATT as available.
    OK, I have to agree, not many teams I've been on could we afford that many uses of Assemble. For that mission we usually do race from spawn to spawn as a team. It's only really the last leg to the final room with all four in one spawn that's really ugly. I don't particularly enjoy doing those sprints on my squishies, but usually all I need to survive all but maybe the last stretch is some break frees.
  21. Quote:
    Originally Posted by Fulmens View Post
    The more I think about this the more I think it's near-unfixable.
    Per some of the discussion in the "other" inflation thread, I'm not sure it has to be fixed, at least in the sense that I think your solutions are trying to go about it. It's not clear to me that the problem is truly one of ever increasing storage of inf. I don't think that inf in the system is growing without bound. Instead, I think we may still be in a period of change in the rate of both inf and stuff production as more people swing into the "playing mostly 50s" camp to partake of Incarnate-related content. At the very least I think there's enough of that going on that it would obscure any purely inflationary trends.

    I suspect that two things happen with our created inf. Some of it flows through the market and 10% of it burns away with every completed transaction. Some of it is stored. For most players, there's a practical (though large) limit on how much inf they can store. Not everyone is going to sock away stacks of 2B inf on every alt. Eventually, for any given rate of inf production by the community, we should reach a rough steady state for how much is in storage, how much is flowing through the market, and how much is being created. If inf production rates remain stable, eventually the amount being stored should approach some limit, and market prices should rise to the point where the the 10% fee roughly counteracts the production rate.

    I believe that what we've seen is a long period of time where the inf production rate has not been stable, and has almost relentlessly increased. If that keeps happening, price inflation will continue.

    As long as this price inflation continues to be because our inf production capabilities continue to increase, the inflation is, almost by definition, tracked by increases in earning power, so the inflation doesn't hurt the buying power of those strong inf creating characters. If that happens, I really see only two problems with the ongoing inflation.

    (1) Non "end-game" characters fall further and further behind. A level 50 always produced more inf than a level 20, but most of the inf creating accelerations I know of make a level 50 even more productive than a 20 than they were before, even though a level 20's productivity may have also gone up. So the earnings gap is not a new situation, but the changes make the effect stronger.

    (2) If earnings and thus prices continue unabated, we'll theoretically eventually reach the point where the 2B inf market price cap represents such an amount of inf trivial enough to actively played 50s that it will become a meaningful market price cap on common goods. This is A Bad Thing™ not because I think there's something wonderful about Mako's Bite procs costing more than 2B inf, but because that would mean a Mako's Bite proc and a Hecatomb proc would both be pegged at 2B inf price on the market. Anyone who could afford a Mako's proc could just throw a bid up on a Hecatomb because it's better, and we'd get waiting lines instead of bid-resolved purchases.

    In both cases, the potential problems could be addressed by revaluing the reward (and fixed price) tables. If a level 50 critter was with 250 inf instead of 2500 inf, market fees and other less effective inf sinks would eventually drain away the huge stockpiles of inf we have now and prices would fall dramatically. If, at the same time, level 1 and level 50 reward rates were made to have a less extreme reward/mob difference, lower-level characters would be more able (though never as able) as a level 50 to participate on the market just on the basis of mob defeats.

    Note that I'm well aware I glossed over a potentially huge question of implementation details on how to revalue rewards, what if anything to do with existing stockpiles of cash, etc. I was mostly interested in the end result - how to deal with the bit in the middle is probably a much more interesting question, but possibly not actually critical to understand in order to predict the high-level outcome.
  22. Quote:
    Originally Posted by Rhysem View Post
    In fact, the big mama there -- the +3% def unique -- exists in standard IOs as an only-uncommon, lowbie set. Calling it rare or blathering about the work to obtain it is ... well ... doesn't hold water to Steadfast Protection. Still expensive, because everyone wants it and it is low level and people can burn that part of the game down easy now, but still: not rare by any means.
    This... really seems to miss at least one point about this IO.

    Anyone with a half a brain cell who's going to slot one of the PvP +3% defense IOs already slotted its cousin from the Steadfast Protection set. There's little point in comparing the two, because you don't use one as a substitute for the other. People who want a lot of defense want both. I'd agree that anyone who plans to slot just one and who slots the PvPO instead of the Steadfast is probably a nutjob of one sort or another, but that's not what the general population who's getting this IO is doing.
  23. Quote:
    Originally Posted by Irish Fury View Post
    If a TF is organized with no qualifiers, I assumed it would be run as intended by the devs. I realize now that is not the case, and I will be sure in the future that when I accept a TF invite, I understand the team's intentions and goals. I never insinuiated that speed TFs were wrong, I just sought a better understanding of the speed mentality. My sincere apologies if I came off as anything but inquisitive.
    Your open minded approach to the topic is refreshing and appreciated. (Really.)
  24. Yeah. In certain TFs, it's common for just a few people to race to particular places and TP other folks. This is very common in the LGTF, because the drones see through all stealth, and Rikti spawns are mez-heavy. This often leads to the "hard" characters racing through and teleporting the "squishy" ones. I have to say, though, it's rare for me to see folks doing it one person at a time. Usually someone has Assemble the Team.