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Yeah, I'm not sure how the point was so thoroughly missed there.
- I do think there is clearly market-wide inflation, and it's pretty high by real-world inflation comparison standards.
- Folks calling it "hyperinflation" seem to be basing that firmly on the prices of the market's most rare and thus expensive items, or specific examples (such as specific level ranges) of popular but much more available items.
- Looking at specific items or level ranges does not factor in transaction rates for those items, which is a critical factor in how their increase in prices contributes to the overall market's level of price inflation.
- I'm not aware of a way any of us could have more than an educated guess about transaction volumes for the broader market, across recipes and level ranges.
If someone wants to define a basket of goods that's gone up in price a lot more than that and call the market defined by that basket hyperinflated, that's fine. I wouldn't consider that terribly useful in CoH, since I consider all the goods in its market luxury goods. When people define such baskets in the real world, they tend to include things everyone needs to survive, like foodstuffs. Nothing on the CoH market qualifies, so I decided to just look at the market as a whole. If I were going to invent such a basket, I'd focus on more low-end CoH luxuries that feel more like things "everyone would want" in lieu of "everyone requires". As such, I'd probably base it heavily on uncommons like Thunderstrike, Crushing Impact, Multi-Strike and non-BotZ KB IOs. -
Yep. You can't resist the penalties, so the resistance bonus from the unique can't do anything for them.
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I see the torn tights pattern that Eiko-Chan posted an example of quite frequently. I don't always see the torn look as a centerpiece of the costume, but I see it used as a component in a costume quite a lot. I seem to see it (or at least notice it) more on female characters than males.
There are torn robes and cape patterns. I see the torn capes occasionally, often on fantasy-themed characters and especially on undead themed ones. I don't think I've ever seen anyone with torn robes. I see torn short sleeves on characters going for the Ryu/Ken look. -
Quote:I don't really get this one. All set bonuses bypass the ED "cap", so it's really no different having a +heal (or +regen) set bonus. Those are both reasonably common, so this seems to dilute the value of the proc on that basis. Compared to damage-dealing attacks, most builds have low-damage, fast-recharging attacks the DPA of which are increased significantly by the smallest damage procs, compared to the ... HPA? that the Panacea would add to most heals.Most of my healing powers are at the ED cap, so more healing can only come via a non-enhancement method. Panacea gives me more passive healing above the cap. I like this a lot. It is no different than adding a damage proc to an attack, and we all know how popular that is. I'm really surprised this alone isn't enough reason to make the Panacea Proc a mainstay.
Quote:Edit: Plus, let's face it, the set bonuses for Panacea are by far and away the best in the entire Healing Category. It's got all the best from all of the other sets combined and increased. Better recharge than doctored wounds, same recovery as Numina, same regen as miracle, etc. What's not to love except the price? -
I can only say that it works just fine. I know someone who has a character with all three of those powersets and does very well. (Sorry, I don't have the build. I can tell you it's based around L/S defense, has around 50% recharge, and includes purples and PvPOs.) The AoE output is quite fair between DT, Fireball and Burn.
Edit: Sorry, had originally posted his latest time soloing Pylons, but that's a newer KM/FA. -
My own post about example transaction volume weights got me thinking about something else that I think helps put the whole 10-fold price increase of stuff like purples in a bit of perspective.
A lot of folks are familiar with the "80/20 rule". There are a lot of variations on this concept, but the one I run into most often in my line of work is that you get 80% of your benefit for doing something for 20% of the effort you invest in it. The remaining 80% of the effort produces only 20% of the benefit yield.
IOs can be described like this, and this comes up in threads in this forum fairly often. If you look at a build that doesn't contain the best, rarest, most expensive shinies in it, you can probably approach 80% of the performance of a completely tricked-out build for 20% of the cost. There are edge cases that will violate it badly due to how some things give non-linear returns, but I still feel it's a reasonable rule of thumb.
I think this is why these items have soaked up the lions' share of the inflation in influence produced by level 50s. Once you have your build at that 80% performance threshold, if you're still producing money, and you have the right personality type to want every advantage you can get your hands on (like me), you're going to start socking away that inf towards those rare items that will eke out that last 20% of performance. Combine that with Alignment Merits somewhat muting price pressures on non-purple/PvP goods due to increased supply and the lion's share of inf investment will gravitate towards those remaining goods with rarefied supply. Transaction rates in those goods won't increase dramatically, because supply rates are still low, so the impact on the broad market will probably be muted. -
Quote:That's a good point, and one I had overlooked. Thanks for mentioning it.This further increase the amount of inf generated, whilst doing little if anything for the drops.
Just adds to the inflationary pressure on the high end stuffs that little bit more.
The rest of this thread seems to have gone to the americans, but I wanted to add something on the topic of just looking at the price of goods, and not knowing their transaction volumes.
Looking at individual parts of the market is confusing about whether or how much inflation is going on. Even if we don't cherry pick, none of us likely has broad enough market data to say for sure what's going on over time in terms of transaction volume. We know some stuff has gone up dramatically in price, some stuff has gone down, and some stuff hasn't changed much. What we don't know for sure is how much of the total market's money volume those items contribute. Other posters have alluded to or outright said that, but I wanted to try and express it a bit more visually, to try and get it across to more folks if possible.
Imagine we have this simplified market scenario:
Code:Label #/Day Price Total/Day Market Total A 5 500,000,000 2,500,000,000 10,000,000,000 B 25 100,000,000 2,500,000,000 C 100 10,000,000 1,000,000,000 D 300 5,000,000 1,500,000,000 E 1,000 2,500,000 2,500,000,000
Now, let's look at an imaginary version of this market from three years ago, and imagine that prices were quite different.
Code:Label #/Day Price Total/Day Market Total A 5 50,000,000 2,500,000 4,000,000,000 B 25 20,000,000 500,000,000 C 100 10,000,000 1,000,000,000 D 300 1,500,000 1,500,000,000 E 1,000 1,500,000 1,500,000,000
Now, pretty clearly this example market experienced broad price inflation. In both cases, there are 1430 items being sold per day, but in the "old" data, that represented 4B inf changing hands, and in the "new" data, it's 10B inf. But measured across the whole market, the above example wouldn't be "hyperinflation" based on even the FASB criteria, despite the fact that its most expensive items went up in price by a factor of 10.
Now, before anyone jumps on the example, while I tried to make it look something like our market, it's far too simplified for me to be trying to say that's really the ratio in then and now. My # of transaction/day column is probably wildly off-base, and I don't really think we could then/now compare price categories directly the way I did - there would probably just be too much drift of items between categories. It was just meant to illustrate more visually that even huge price increase don't necessarily equate to huge inflation.
I'm pretty sure a lot of people look at our market, tunnel vision on the best shinies and assume the market has gone to hell because those things' prices have shot up like crazy. It probably doesn't really work out like that. -
I fought Trapdoor with most of my level 50 characters before they changed him to make him bifurcate more reliably/often. They all soloed him as a +2 EB.
I had one character solo him right after he changed, and I did that still as a +2 EB. That was a Dark/Dark Corruptor, and I did have to resort to using Howling Twilight for its -regen, and to rooting him on his platform so I could get back to him ASAP after nuking a Bifurcation. I didn't use any inspirations.
I had one 50 left who hadn't run the arc. He was a BS/Invul Scrapper, and I had redone his build completely in an I19 respec. After that respec, I planned to buy him lots of fancy new IOs, but had not done so, leaving him mostly without enhancements in his powers. The WSTs convinced me to get off my butt and unlock his Alpha, so I slapped some SOs in him, and ran the arc. I kept it on +2/x5, which were his settings from before his respec.
Now, all my other 50s are well IOd. I didn't think I'd have a problem defeating a +0 Trapdoor with a mostly SO character, but I was a little concerned that a +2 would be a problem. Broadsword is dandy burst damage, but not awesome at sustained DPS.
I needn't have worried. Trapdoor ran into the lava at one point, chasing me as I went after Bifurcations. Between that and my attacks, I think he bifurcated three times before he went down. No inspirations were needed, though I came very close to using a green one, as he got some good hits in on me right at the end. -
Quote:That ... is so not what inflation is about.
If you don't think we can attain a kissing cousin to hyperinflation, you haven't been watching. I've personally caused it on many instances and sustained it for long periods.
The fact that you can raise the price on items doesn't point to inflation period, let alone "hyperinflation".
Don't take that to mean I deny inflation has been going on, though. There has been inflation in the market because the rate at which we can produce inf has been increased. It has been increased multiple times, in multiple ways. Some of them have been changes in how rewards work. Some of them have been changes in balance, making characters more powerful. Some have been changes in availability of stuff to defeat faster. Some have been changes in player demographics towards higher level characters, who produce more than low level characters.
The thing that's going to trend us towards additional inflation is going to be additional changes of this sort. Based on current public knowledge of planned Incarnate stuff, I am currently expecting more character strength increases, so I do think more are coming. Three more years of things like that? I can't picture it. I think most of your post is a bit on the alarmist side.
By the way, I don't "marketeer" (I just sell drops and merit produced goods), and I don't farm, and I have 9 purpled 50s. I just IO'd out one of my oldest characters and I did it for less than 3B inf. I spent some money, I spent some reward merits, and I played the game while I was waiting for stuff to come in. I certainly did not farm the AE to make the money for the IOs I got for him. (I did buy some rare salvage with tickets, though.) -
Quote:I enjoy mine. I think they have that same rush for me that so many people talk about with Blasters. There's something I really like about being dangerous and fragile at the same time, but with Stalkers I can get that and still have mez protection and some self protection besides raging offense.I'm right there with you. I love the concept behind them, and I've given many stalkers very serious attempts, the most noteworthy were a claws/nin, elec/EA, and NB/dark. I've done everything I could to make them powerful, survivable, and enjoyable. I've failed at all three goals on all accounts.
I definitely feel their flaws, though.
I do have a particular resentment of what happened to the way Regen works on a Stalker once they increased the AT's base HP without increasing the HP cap. Because it dramatically truncates DP's +HP, one of the "business as usual" powers of the Regen powerset is not allowed to improve the base survival of the character as much as it does for Scrappers, or as much as it did for Stalkers at lower base HP. Obviously raising their base HP improved their survivability overall, Regen included, but that HP cap kept Regen from scaling with the HP increase the way every other Stalker secondary did. -
Welcome to the game!
I want to throw out one bit of advice for something you didn't ask for. I wouldn't normally be pushy with advice, but I think this one can be a big deal for new players.
I don't know if you want to hook up with other players or mostly go it your own. If you want to do your own thing, this game is actually very friendly to that. However, if you want to team, there are a couple of things you should know.
- Missions in the game happen in private instances that teams (or solo players) have to themselves. Very few objectives are out in the open world. That means you may not see many people running around. Don't despair, they're there, but they're just not where you can see them.
- The Broadcast and Request chat channels only talk in the zone you're in. This means that looking for a team using them often isn't that useful, since most people may be in instances.
- Once you pick a game server you want to try, check the part of the forums that's dedicated to each server. If you can't find a sticky post on it, ask in that forum what the popular Global Channels for that server are. Global Channels are chat channels that work across zones and actually even across servers. Most game servers usually have several channels that people use to chatter, form teams, etc. They are often good ways to both hook up with teams and meet people socially.
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Quote:I have no doubt of it. I think he should have asked his ulterior question directly. Asking it the way he did isn't going to fool anyone that matters: the devs read stuff like this, but they aren't going to be convinced, for example, that no one is inviting Stalkers to teams based on thread responses, because they can just go look at the data.I think this discussion about stalker underperformance may have been within the ulterior purpose of this thread, given the specificity of an original question that may well have been rhetorical, and the fact that the OP participates in this 'off-topic' discussion.
Talking openly and plainly about why we think Stalkers have issues might, in a really optimistic and hopeful world,lead to insights or suggestions the Devs can use to improve the AT. Instead, we've got a hairball made of competing anecdotes, opinions of varying rationality, and earnest discussion of the basic numbers and facts. I really think that the rational discussion piece needs its own thread, away from the subjective stuff that the OP's question set up. -
From a story perspective, I understand that. From a game viability perspective I personally discard it completely, because I think the game experience is better for the fact that this happens so often. That the players are asked/allowed to do this is more or less completely glossed over by NPC dialog, and that's sort of bad, but trying to put a lore face on why it happens as much as it does seems to me like it would not be very effective.
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Quote:Why are you trying to make it obvious, when it already is? Do you see me arguing it?This disparity I'm trying to make painfully obvious is that there are no cases where Stalker beats Scrapper when a team is looking for anything.
My earlier posts stands. If you're going to focus on narrow roles, you can make this same argument with other ATs. That's all I said. It's stupid and people do it all the time. It's easier to do it with Stalkers because they and Scrappers share a narrow role. I get it, and I have agreed with that from the start. That doesn't mean I think it's any less dumb to bias against them on that basis, just as it's dumb to do it with other ATs. The fact that there's broader selection criteria that might sway you when asking who to invite with other ATs doesn't change that core contention.
Quote:This is getting off topic, but I always figure that when comparing two ATs, you must assume all other things are equal: Budget, player ability, powersets. Otherwise it's not a meaningful comparison at all.
IMO, what's off-topic is the (sensible) discussion of whether Stalkers underperform, and what if anything can be done about it. The OP didn't ask that, and a fair number of respondents have actually answered what was asked. Mixing the two is making a mess. -
Quote:I don't know if I am not being clear, or you are being intentionally obtuse.There are clear cases where one AT in your list is a better choice than the other.
There are cases where one AT is always better. I need buffs: Defender or Corruptor, the answer is always Defender.
A whole separate layer of stupidity creeps into this debate when we admit that what we're arguing only clearly applies if we assume equivalent powersets. Who's going to deal more damage: a DB/WP Scrapper, or KM/Nin Stalker? MA/Inv Scrapper or Elect/SR Stalker? -
We know that the Devs datamine for average leveling speed by AT, and can distinguish solo and teamed performance. This is the kind of metrics they used to determine that Blasters needed more help, leading to "Defiance 2.0". I generally assume if a Dev says an AT is "OK", this is probably what they're referring to. I doubt it's the only thing they consider, but I would think it's one that has high weighting in influencing whether an AT gets changes meant to improve it across the board. While there may be other things that devs see and they would like to eventually do something about, without the motivation to address that the AT actually underperforms at leveling, those changes may fall behind other feature releases in priority.
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Quote:I was not clear. "The question" here is one of damage - the same question one asks when choosing between a Scrapper and a Stalker.Yes. Almost any brute has a taunt aura. All brutes have punchvoke.
Quote:I just took exception to your list and its comparison to the OP's question. With everything in your list, a clear case can be made for either choice depending on situation.
I have admitted in two posts prior that the similarities in functional capabilities that matter to most teams between a Scrapper and a Stalker are probably more similar than for any of the other examples, and thus lack these extra dimensions of comparison. I alluded to that in the post in which I made the list you object to. I conceded it before you even responded. Therefore, I don't know why you feel the need to object to it. -
Quote:So, for example, if that question came down to "Brute vs. Scrapper" that you actually think it would have a meaningful probability to affect the outcome?[/LIST]For all of these, however, I can ask "What does the team need?" as a clarification.
If the team needs someone to soak damage, the best option is a tank, but a brute is clearly better when you need more damage.
I think the answer is that it would not.
Unless I specifically know that (a) the mission goals at hand benefit significantly from adding more AoE damage (b) I do not think I have enough AoE damage (c) I know the Stalker is not one of the ones that can bring AoE damage, and (d) the Scrapper has and will use their AoE damage, I just can't see the difference being meaningful. The fact that I just produced a four point list of conditions I need to meet to care means I am not going to care most of the time even though there are reasons I might care.
Quote:I can do this for the rest of your list, but when you get to "stalker or scrapper" there is no clarification needed. They both serve the purpose of "resilient damage dealer." The scrapper survives better and deals sustained damage better.
Quote:When you go with the argument of "but the stalker does better burst damage," we've already talked about how debatable that is. Depending on your burst window, the scrapper wins in the majority of cases. Aside from all that, where is that single target burst damage needed? Where is it even beneficial? -
Quote:The OP asked a question. It was not "do you think Stalkers underperform Scrappers." It was "given a restricted choice, what would you choose." The question implicitly assumes that everyone who responds here will always choose their answer based on superior performance, no matter what the actual performance gap. Some of us are answering in a way intended to make clear that we would not choose on that basis, or at least not on that basis alone.So um, since the discussion is "Which would you take: Scrapper or Stalker," why would you go Stalker if they're worse? This argument seems to revolve around "The Stalker is only a little worse!" You're pretty much saying "Here is your choice: A Scrapper or someone who's only 10% less than a Scrapper. It's only 10%!"
Like if you offer me two sandwiches, one you took a bite out of, I'm not going to be swayed by the argument of "It's only a little less sandwich, come on!"
We can ask this same kind of loaded question about a bunch of other ATs. What would you choose?
- Tanker or Brute?
- Defender or Corruptor?
- Tanker or Scrapper?
- Brute or Scrapper?
- Defender or Controller
- Blaster or Scrapper?
If the real point is to find out "do you think Stalkers underperform in their primary role?" then just ask that question. -
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Quote:I don't really think anyone reasonable would make it into an either/or situation. That's an artifact of folks taking on the claim that one is better than the other, and because Force Fields (and to be fair, Cold Domination) can't bring both (unless you count being able to take Aid Other).Heals are good, but the bubbles make everyone's job easier. It's not an either/or situation for me. Both are good and you can easily have both, though bubbles do seem to make a "dedicated healer" unnecessary.
Quote:Therefore, back to the original topic... is there any good reason to skip the small bubbles? Is there anyone (outside of Larker, who's said his piece), who it's this is really a viable power selection strategy to skip the individual shields? -
Quote:Clearly no one should bother with Kinetics characters. After all, anyone can get Hasten, we all get inherent Fitness, and everyone can already deal damage.FF just can't match that and doesn't contribute anything the team doesn't already have.
I guess they can always just heal. -
Quote:Two words: Heat Loss.The big advantage the Empathy team has, though, is that 1200% recovery buff: it makes nukes crashless.
Also: Shutting down regen can be the equivalent of upwards of an extra 150-350 DPS against hard targets, depending on what you're fighting (AV or GM, and then there are special cases like Reichsman). -
They're not going to give the same levels of +defense to as many teammates as someone with FF or Cold Domination. And that's to be expected, since they do bring other things to the team. Except in special cases (like Hamidon raids) I value the +defense for the whole team more than the other buffs that an Empath brings.
Quote:In fact, if you want to do speed runs on just about anything, it's difficult to beat a team of 8 Empaths.
I don't want to convince anyone that Empathy is "gimp". I'm not a powerset bigot, and I don't turn away Empaths (or much of anything) from teams, and I don't tell other people they shouldn't invite them. I don't contend that "more, faster" is the only or right way to play the game. There are things other than either +defense and +shields that are nice to have, and Empathy does bring some nice examples to the table. My only point is that both the math and practical experience say that if you want to maximize performance in terms of stuff like kills/hour, Empathy wouldn't be on the short list of suggestions. As I mentioned earlier, FF probably wouldn't be specifically, either, but something that can give high +defense to the whole team would be, and FF can fill that role.