UberGuy

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  1. Personally, I am a fan of Dark Miasma as a "Swiss-Army Knife" powerset. It has unusually strong control (even though it's soft control) for a debuff powerset, has a single-target hold that (even though it's very week among its peers) can help cover things that the fear and other debuffs cannot manage, has an anchor debuff, a heal of staggering heal/sec, and a stackable -resistance patch. It has a truly unique mass rez that doubles as an auto-hit debuff and stun. It has a true pet, again unusual for a non-control powerset, and can stack -damage on foes to a degree extremely unusual for one character.

    There are certainly things that Dark is not good at, and there are things that other powersets do better than Dark does. Rad's -DR isn't stackable, but using it takes less activation time, and foes can never wander off of it, making Rad more compatible with things like soloing AVs or GMs. (I have soloed some zone GMs with a Dark/Psi Defender, but the times weren't very inspiring.) The Kinetics heal is comparable strength to TG, and often much easier to cast on allies, in no small part thanks to its shorter cast time. I find Dark an excellent soloist set, a valuable team set, and something that can use to manage and survive large numbers of incoming foes.

    Dark Miasma and Rad Emission do rather different things, but have some overlap in key features that make them both have strong versatility IMO. I like both a lot, but of the two, I'm a bit addicted to Dark Miasma, and I've spend a lot of time pairing it with different Defender and Corruptor blast sets.
  2. Quote:
    Originally Posted by Rodion View Post
    We shouldn't be focusing on speed TFs -- we should be focusing on efficient TFs. Most of the speed TFs I've been on aren't very efficient, or speedy for that matter. By trying to save time, the team gets spread out and unfocused, and it winds up taking longer than when everyone stays together as an unstoppable machine of mass destruction.
    I don't mean to be snooty, but whoever was running TF's like that didn't know how to do it right. Both speeding past things you don't need to kill and staying together are possible. With some exceptions, I'd agree it's advisable.

    The exceptions come in when you have competent players with either sufficiently survivable builds or adequate buffs that they can actually split up and remain effective. Being competent includes knowing when you can manage that and when it's going to lead to a lot of dead teammates.

    A good example of when splitting up can save time? The Cyst caverns in the 1st mission of the ITF, on maps that branch in multiple directions. (I love the map that's a windy but non-branching path.) If you can have people go in the two or three branch directions all at the same time and not die (or spend all their time staying alive), it's a lot faster than the whole party staying clumped and backtracking to passages they didn't take before. But if splitting up is going to get you all dead, backtracking is faster. You just have to know what you're going to be capable of.
  3. It has its uses, so it's not like I'd want to see it gone altogether, but I really wonder what compelled them to include Confuse in the original batch of things purple. That's not a common power. Immobilize isn't quite in the same boat, but it's getting there. When you start looking at things like epic sets for non-control types, holds are a lot more common than either.
  4. Quote:
    Originally Posted by Wonderslug View Post
    Thing is, that power is used by Hami, and the "If a Rikti TF Pylon" refers to the target--Hami is taunting the pylons, not the other way around. I have no idea why.
    I don't know if that's the case. It says the target is "caster" and the taunt is applied to the target. So I read it as he's taunting himself for every ally in range. I have no idea what that would actually cause him to do.

    But if that's wrong and he really is taunting the pylons, that probably makes sense as the way the devs get the pylons to apply the Drain power to him.
  5. The whole "Shard run" phenomena is interesting. I'm glad it's happening, because it does tend to align better with the play goals of folks who don't want to speed run.

    On the one hand, I'm certain that you get more Shards/time from at least some TFs by actually fighting. If there's a fixed probability of a shard drop per defeat, and your defeats/time decreases because you are spending time stealthing to objectives, for example, your shard rate/time has to go down.

    On the other hand, several of the newer TFs we have absolutely require you to defeat large numbers of foes. You have no choice but to defeat several hundred foes in the ITF. You have to defeat nearly everything in the Apex TF. You have to defeat probably 2/3 of the total mobs spawned in the Tin Mage TF. Lady Grey? Not so much. Traditional speed tactics for that involve a few characters racing past dozens of Rikti spawns to get to key objectives, and while plenty of defeats are required, there's no question that people spend time doing nothing, waiting for objectives to be cleared or reached.

    My own experience, though, is that if I'm running TFs galore (and I am), I'm getting plenty of Shards even if I'm getting less per time than I could be. Since I am running TFs, I am getting components, and thus I don't have to spend shards creating most of them.* So I basically only need the shards that are absolutely required to craft my uncommon components or Favor of the Well. I have 9 50s, and right now all but one of them has enough shards to create two Very Rare slots.

    * I always end up creating the Cathedral of Pain component from Shards. No one on my home server runs that with any regularity, at least not openly.
  6. Fortunately, I20 will help with that. My understanding is that, presumably assuming your "native" level is 50 and you have your Alpha Slot unlocked, you will get Shards even while exemplared.

    I'm pretty sure that's a welcome change to folks regardless of their preferred approach to TFs.

    (I just wish it was already in place now that we're getting Sister Psyche for the WST.)
  7. Quote:
    Originally Posted by Irish Fury View Post
    Am I alone on this? Can you speed TFers explain the appeal of skipping half the fun? I guess a vet player who has been there done that wouldn't want to do it again, but if you don't like the TF, why run it at all?
    I speed run TFs, and it's my opinion that if you've never done a TF before, experiencing it for the first time on a speed run is absolutely sucktastic. That's one reason (among several) that if I am forming a speed TF, I always advertise it as such. You're a relatively new player, still getting to know the game. Getting on a TF and fighting stuff with a team makes complete sense in terms of having a good time and enjoying the game for its own sake.

    So why do people speed TFs? Well, I think it's mostly a couple of things. Some of us have been here forever. There's no longer so much novelty in experiencing these TFs, and with a lot of them, many of us would just as soon get done with them and get back to something different, newer, etc. In my case, for example, I like fighting through stuff, but I honestly I prefer doing so solo a bit more than on a team. So it really works for me to hook up on a speed run, get the reward that's why I'm actually repeating the TF a zillion times in the first place (this has been in place since Issue 9, it's not just an Incarnate thing), and get back to what I enjoy a bit more.

    It's also become something of a mini-game to me. Seeing how fast we can shave the time down to is fun to me in its own right now. We've thoroughly conquered actually completing the TF, so now it's a new self-imposed challenge - how fast can we complete it? There are other things we could do to challenge ourselves, like crank the difficulty up, but those all compete with getting the end rewards, and that doesn't sit as well with other folks.

    So I see it as a combination of the ennui of long veteran players combined with the attachment of rewards to the completion of the TFs. But without those TF rewards, I am confident that not nearly as many TFs per day would actually be run.

    Other than changes that would almost certainly be perceived as punitive by people who speed stuff today, I'm not really sure what can be done to keep folks who like to "smell the roses" (like you) from being edged out.
  8. To be fair, what really is so entertaining about cranking up the TF so that it's actually a challenge, fighting your way through (or whatever) all the challenges as pretty clearly intended, etc... when you're doing it for the 15th time?

    I think this is something of a core point in your post. You personally don't like speed runs or foes being at -1, etc., but honestly, are you really going to enjoy the Kahn TF that much the 21st time you run it in a week, no matter how it's played?

    As you say, though, that people will play the WSTs like this is basically a foregone conclusion. If you have more than a few 50s and you'd like the incarnate goodies on all of them, you're going to need to run a lot of the same TFs, and that's going to compel an awful lot of people to run them as fast as possible to get it knocked out on as many characters as possible. Like it or not, I don't think it can be avoided so long as Incarnate progress is attached to this mechanic.

    I'm not sure I understand the bit about people wanting the 50+1 to have the star. More to the point, I'm not sure these people understand that they can keep their level shift down to level 45. If you have 50s on the team and they don't want to be exemplared down to level 35 or something, well I can't say I blame them, and that's really got nothing to do with level shifts - I didn't like it when that happened long before I19.


  9. (Presumably it's 0.0% because the character carting that around is level 47, and so can't slot that enhancer.)
  10. Quote:
    Originally Posted by Master-Blade View Post
    That indicates that there is a Taunt effect, which would make it less likely for Hami to just shoot you out of the blue. With the Pylons up, you'd have to attack or taunt to grab Hami's attention, whereas he's likely to shoot a player if they come into a certain range with the Pylons down.
    He will actually shoot players who wander too closely even with the pylons up. I had dug up that taunt power a while back, and to be honest, I can't reconcile it with how he actually behaves. Part of that may relate to the fact that it's a taunt by an ally, and I have no idea what that even does to the NPC AI.

    I can say though that his willingness to shoot people who stray too close (even ones with no taunt auras, etc.) is one reason I like dragging the Rikti in early. He's usually much more interested in them, since they're actually attacking him or the mitos.
  11. Discussed here. (Look for StarGeek's post.)
  12. UberGuy

    hyperinflation

    Ah, the joys of seeing people you have on ignore through the posts of others.

    Since I've been accused of my tables post "redefining what inflation means", let's see if we're all talking about the same things.

    I'm open to other more authoritative sources for a definition of "inflation", but here's a handy one from Wikipedia

    Quote:
    In economics, inflation is a rise in the general level of prices of goods and services in an economy over a period of time.
    I quote: "general level of prices".

    So what's the "general level of prices" in our economic system? If we want a concept of "general level of prices", should we consider the price of something that, say, we sold 1 of with equal weight to something we sold 1000 of in the same time period in the same economy? If the 1000 items cost 2x as much and the 1 item costs 100x as much, how much did the "general level of prices" change?

    By the way, I never, ever said there wasn't inflation. In fact, I took pains to say several times that I thought there is inflation. What I gave was an example showing why that question of whether there's hyperinflation (for whatever worth there is in determining that) is not as easy as it might appear to be simply focusing on price increases comparatively low-volume items, which includes not only purples, but also some low-level recipes which are extremely common (and low price) at high levels.
  13. I don't have any problem with that. I'd love to see Stalkers get some love.

    What I do not accept is this broadly justifies whether or not to include a Stalker on a team. I do not accept that the (arguably inappropriate) limits on their AT's performance we would like changed have an affect on a team that is so large that we can readily perceive it given performance variations caused by factors we often can't control, such as how a given player built their character or how well they play.

    Again, this thread has people answering two questions. One is "do you think that Stalkers could stand to be improved?" The other is, stated somewhat differently than how the OP presented it, "do you discriminate against adding Stalkers to your teams" (because of Stalkers could use improvement)?

    My answer to the first question is a nearly unqualified "yes", and my answer to the second is a nearly unqualified "no".
  14. UberGuy

    Lady Grey Pylons

    Quote:
    Originally Posted by Zombie Man View Post
    I've seen Rikti take out one or two Mitos, but their biggest benefit is absorbing Mito attacks.
    And Hami attacks. He will fire on Rikti who have attacked him and/or Mitos instead of on players who venture close. I've even had him switch fire back to Rikti after taking a shot at me when I have (accidentally) shot him, usually due to queuing an attack just as a Mito dies.
  15. UberGuy

    hyperinflation

    Quote:
    Originally Posted by Obitus View Post
    All of this talk about the numerical definitions of hyperinflation is at best irrelevant, and at worst wantonly contrarian. Hyperinflation is a loaded term that implies widespread economic sorrow, or at the very least a deep and urgent problem. Even leaving aside the obvious emotional pitfalls of comparing RL problems with video game problems, the analogy implicit in the use of the term doesn't hold up for a multitude of reasons. The game's economy is fundamentally different, and not just because pixellated super heroes can't starve.
    I think that sums up my feelings on the matter nicely.
  16. Yes, to create with merits you are limited to a maximum level for items of your own character level. If you aren't 50, you can't see purples. It doesn't have to do with how many merits you have on hand.

    Simple test - use PvPOs instead, since they exist at lower levels than 50.

    This is true in the Reward Merit interface as well, but it doesn't have purples or PvPOs in it.
  17. Oh, I forgot to respond to one of your questions. Yes, the vast majority of Scrappers I know of skip Confront (or its equivalent) in their build. The forums are the only place I see folks with it from time to time. The reasons people skip it are various, ranging from feeling aggro control isn't a Scrappers primary job (dead foes don't need to be taunted!) to wanting to eke out every iota of power choices to survive (or defeat) more and more foes.

    If you like having Confront and have slots to spare for investment in it, some of the Taunt sets have fairly nice bonuses.
  18. UberGuy

    hyperinflation

    I definitely agree. Other posters mentioned it quite a bit earlier - our inf earning power has gone up dramatically. Since we do that by "printing" new inf, that's actually also the source of inflation, but if earnings track inflation, there's not really a problem. (Edit: as others have said... up to the point where the 2B inf cap starts to affect too many goods, at which point we get a bread line problem.)

    Now, I don't think earnings have tracked prices across level ranges. I think the bulk of the increase in earning power is concentrated in the hands of end-game characters. This increases the dependence of low-level characters on using the market to gain money to obtain goods. Now, to be fair, this has always been the case, but I believe the game changes we identify as inflation causing have served to widen the gap. Is this a problem? My opinion on it is that it could be improved on. Doing so would take a fairly dramatic flattening of the inf reward rates for defeats, missions, etc. between levels 1 and 50, however. This would also necessitate a repricing of things like SOs and common recipes. Whether that's worth the effort, I have no real idea. I basically think it would be nice to have.
  19. Build and maybe powerset choice factors into that a lot. A Stalker really shouldn't die repeatedly. Faced with the exact same stresses as a Scrapper with the same powerset and build, yes, a Stalker will be defeated sooner, because they have lower HP. However, if the Stalker really was dying repeatedly (and the Scrapper(s) weren't really dying at all), I suspect he or she had a particularly fragile build. They may (also) have been playing vastly more incautiously.
  20. 20-25% of either melee or L/S defense is a good low-water mark for a Regen build. If you can get it higher without sacrificing too much in other areas, you should. Regen builds that get that high usually include Weave and Combat Jumping.

    The main set bonuses to build for on a Regen with Inventions are recharge and defense, probably in that order. Your strongest damage recovery and mitigation powers are all clicks, so having them back as fast as possible is paramount. Making foes miss more often lets you increase the average time before you need to use one of those clicks again.

    Don't focus on regen set bonuses on a Regen. Focus on slotting our your +Regen powers decently and then getting good recharge and defense. I like 60% recharge on my Regens, and 25-30% defense. To do that I sometimes skimp on my smaller +regen powers, like Health and Fast Healing. I always go for ED max heal slotting in Integration.I usually slot Instant Healing for recharge (3 slots), and usually only slot it for healing when I have enough slots to 5-slot Doctored Wounds in it.

    The only DB combo I use is Attack Vitals, so my DB/Regen doesn't have all the DB attacks, which frees up room for things like Tough and Weave.
  21. If you've been subjected to behavior like that, I can't say I blame you for giving up. I'll tell you flat out, I think the players who acted like that with you are idiots. They would get one star from me, I would ensure I avoided them from then on, and I would proceed doing what I wanted to do.

    What kills me most is that people like this are often so massively concerned about peak performance they would mock someone for choosing a Stalker, when this is probably one of the easiest if not the easiest MMO on the market.

    I don't judge what or even how I want to play on what other people think of it to allow them that degree of control over me. I have found enough other players with mindsets like Claws', above, that this has never meant I was excluded from team content.
  22. Quote:
    Originally Posted by streetlight View Post
    You're equally skilled at playing either AT. So, all else being equal, which AT will bring more to a team?
    Does "all else being equal" mean powersets? Because if powersets are allowed to vary, the answer is going to depend a fair bit on the differences. Sure, some things are invariant, like the AT base HP and HP cap values. But what's more "valuable" to the team as a damage dealer: a MA/WP Scrapper or an Elec/Nin Stalker? What are we going to fight? What other damage dealers do we have?

    At the end of the day, doesn't the real magnitude of the performance/"value" difference matter? Irrespective of how absolutely we can define the fact that, all other things being equal, one AT outperforms the other, how much difference does the performance gap really mean to most teams? For example, if it's within the noise of other factors usually outside our control, why even bother asking the question of which AT to choose?

    My feeling is that some people always make a lot of noise about the very fact that a performance gap exists, and treat that as a reason to carry out acts of AT bias, with little or very narrow consideration of what that performance gap translates into on a practical team. I wonder if some folks don't think that doing things like this will help get an AT or powerset attention by the devs. If so, I think it's a (significant) overreaction, and mostly serves to screw over players who are actually willing to give the thing in question a whirl.
  23. Tankers need to be active to ensure that they hold aggro. This seems especially true on entities like AVs and GMs, though I haven't looked into why. (If they have Taunt resistance, for example, taunts would last less long against them.) If a Tanker or other aggro-holding character goes too long without dealing any damage, and/or does not refresh their taunts in some other way, the mob in question could get to a point where it "hates" some other character more. The more stuff that character is doing to the AV, the more likely that is.

    Which is just a more wordy way to say what Aett did.
  24. When you enter street level in the Apex TF, there are low-level, friendly NPCs standing in front of Battle Maiden and her troops. I assume they represent the last of low-level heroes trying to fend off the invaders. They are summarily filled with arrows as you arrive. This usually defeats the female NPC immediately, but the male one, Dr. Advance, usually survives it.

    I know I have seen Dr. Advance in some other tip or Mayhem missions, so I'm guessing the other one probably is from somewhere else also. Since she always bites it, I don't remember her name.

    I've also seen Dr. Advance survive the TF. I think I've seen it twice.

    (In case folks haven't discovered this, the nanite patches do far less DoT to NPCs like pets. This and the fact that he and the invaders lose mutual aggro quickly due to level difference is how I think he ever survives more than a few seconds. Edit: It also helps that the arrows KB both lowbie NPCs significantly, frequently kicking Advance out of the area of any early patches, which seems to be a common but not consistent occurrence.)