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Quote:I don't actually agree. Well, I guess I don't disagree, but I think there's more to it.I have no problem with challenging enemies if it's done right. +4 enemies is not doing it right. It's a crutch which bastardises the entire system and throws power balance into a tumble dryer. Add to that the fact that the fiction behind this is badly uninspiring, notably lacking new enemies who could be a credible threat of such magnitude, and I see this as nothing more than developer godmodding. Yes, it can be beaten. Yes, one can prepare for it. It's still a cheap, lazy, cop-out way to provide higher-level challenges. We didn't need the Incarnate system to fight +4 enemies. The difficulty setting was fully capable of doing that beforehand.
On what I'll dangerously refer to as a "well-balanced team", the stats of even-level, non-AV foes make them trivial to disable and destroy for level 50 characters. Layered combinations of debuffs, controls and applied damage (which can be buffed) can cripple them to a radical extent, and ally buffs can mean the NPCs are rendered nigh-impotent against the players. The devs could reply by giving the NPCs lots of resistance to effects and buffing their stats, but increasing their level does this implicitly. I agree that there are probably some undesirable side effects of this, such as the rapid "roll-off" of the effectiveness of Mastermind pets, but the general approach has some value.
Fundamentally, +0 NPCs who aren't at least AVs just aren't that challenging to a player character team with a good mix of buffs, debuffs, controls and DPS, almost without regard to what powers the NPCs have. To have much of a chance, the foes need higher stats.
I think the core question is what is the assumption about a player team? If we assume the team has this well-balanced mix of capabilities and we want to ensure they face some higher level of challenge, then adding levels to their foes makes some sense.
It seems to me that some of the angst here is really about that team composition assumption. If a team that's not well-balanced comes along, they're going to have a potentially much harder time of it. Who's the baseline? Pretty clearly, the devs seem to be aiming for a high water mark on the performance scale. (Despite this, some players are still mowing their way through the Apex and Tin Mage TFs.) Also pretty clearly, setting the bar high in that way is not popular with everyone. Is that a problem? I don't know. I know I generally like what they're doing, because I'm in the high-performing group of players. -
Yeah, I remember reading about that on the forums. I never messed with the AE enough to run into it.
I guess I should say that as far as I know, that option never made it into the mainstream (non-AE) game. Maybe it did and I never noticed. -
I can run my L50 Dark/Dark Defender on +2/x8*. It's not actually that slow, because I can take down so many foes at once with cones, but depending on what bosses I get and how mezz-tastic they are, two +2/+3 bosses a time can be a serious challenge.
Generally I would go for +2/x6 instead, which is what I play most of my characters on.
Leveling up I generally stick to x1. I usually set to +1 around levels 25-30 and +2 around levels 30-35.
* I'm level shifted, so I would pick +3/x8 to get that effect now. -
Add in Council/5th Column bosses who turn into Warwolves.
Elite Bosses don't have a downgrade schedule, period. If your mission contains an Elite Boss, I believe it will always be an Elite Boss. -
Quote:Oh, I know it started then, but it really didn't seem to "sink in" in terms of people losing jobs and homes becoming something of a mainstream experience for a while after Wall Street started taking hits. Toss in people with quarterly and annual subs, and the subscription valley would probably lag the unemployment peak by a good six months at least.Unemployment started it's downward spiral in April 08 -- a year before. But I grant you that the economy was also a large contributing factor.
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Quote:I think the core problem here is failing to see a middle ground. Some people are railing against any notion that there be a significant difference between doing things solo or running a WST. Some people are rejecting any concern about the screen captured crafting costs as groundless. People with strong feelings are focusing heavily on the posts that are most extremely opposed to their own view, and sometimes posting hyperbolic complaints in response. As usual, the best target is probably going to be somewhere in the no-man's land in between those views. It's human nature to try and argue for the appeal of making that target land as close as possible to one's own preferences.I have no more right to dictate how the developers design this game than I have to dictate how next year's Ford Focus is going to look. I can only choose to play or not play, much as I can choose to buy their car or not buy it. And the same is true of every player in the game. Your $15 is as valuable as my $15. No more, no less. If my $15 doesn't confer to me the right to dictate design decisions, neither does yours.
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Quote:I think sending the sort of ambush overlap we're primarily talk about is best sustained by characters of at least level 35+. Obviously some ATs and powersets will "bloom" in this regard earlier or later than others, but level 35 is the place where I think an SO-equipped character is hardy enough and has the kind of DPA or DPE to have a running fight with more foes than they can kill outright and come out on top.This leaves us with the mid level, the 20 - 35 range where players are just starting to flesh out in their powers. Now currently there arent that many ambush missions in this range [red caps missions and the titan class EB ambush aside] so would people agree that this is the best place to have the Praetoria level of ambushes? Or would you have them removed from the game entirely?
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Quote:It seems odd to point this out when one of the core complaints is about overlapping ambushes. The actual design of the mobs is one thing, but what started this thread is being flooded with large numbers of foes on a sub-20 character.I've said it more times than I can count. Adding more NPCs and upping their levels doesn't make the encounter more interesting. Yes, it makes it 'harder' but not in a good way. Not in a way that is memorable.
Just on a personal note, I prefer my challenge through "volume", so to speak. I don't enjoy repeatedly fighting a small number of mobs who outclass me - I prefer large numbers of more mundane foes as the norm, and the high-risk singular mobs as knots along the rope. -
Quote:They aren't. They're balanced around median completion times. There's a difference in balancing around speed runs and actually accounting for the fact that they exist. When you list a piece of content's completion times and sort them in descending order, and enough people are running fast times that they displace the slow times down to the bottom half of the list, the devs feel that enough people are running the content fast enough to warrant the reward being lower. I think they could use different methods to calculate this, but the principle is sound.To me, #5 is the one that really showcases the problem. There is a tendency to balance around the high end. The same with reward merits being balanced around what a speed run generates rather than a casual run.
Whether they balanced the Shard cost of Notices around the high end or not is unclear at this time. Those numbers may simply be a S.W.A.G., given that they represent pre-open-beta values. -
The devs pretty much just released new progression methods for level 50 characters that primarily involve running lots and lots of high-level TFs. People are likely to be grinding them out for a couple more weeks.
There's a given TF/Trial every week starting on Tuesdays that gives a reward needed for this progression. Starting Tuesday of next week it's Sister Psyche's TF, which is an opportunity to get in on the action with a lower-level character.
But in general, I think a lot of people are probably going to be distracted with running TFs on level 50s. I am sure there are still going to be some folks playing lowbie alts, but a lot of folks with multiple 50 are probably kind of absorbed with getting them the new shinies right now. -
Would you propose that content should target the bottom, middle or top of this slider's default setting? Should that target be consistent, or wander across the slider's dynamic range, such that the player is recommended to regularly adjust that slider?
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IOs were absolutely the next evolution of my charaters, and those characters absolutely gained in power in ways comparable to leveling up. IOs were explicitly described by the devs as an "alternate progression" method at the time of their introduction, especially for level 50 characters. They just happened to be something you could start progressing on before actually hitting level 50.
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I know. And Hamidon Mitos have a huge chance to drop a Shard if you spit on them before they die, even if you're solo. The only reason I can think of that you'd raise this point is that you think I was trying to make a point about shard drop rates for soloists. I wasn't. I was responding to a mention of how fast some people can earn shards, and giving an example to reinforce the point. In that context, the means I used isn't as important as the result.
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Yeah, I have no problem with the suggestion, and I'm not trying to say that not having it now is any sort of reason not to add it. It was asked (perhaps rhetorically) why the devs wouldn't use a solution like this right now, and I wanted to point out that one possible answer is that they currently can't.
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Again, hyperinflation suggests that we cannot trust the value of our currency to such an extent that we feel it's worthless. It's been mentioned that we can trust the value of inf to decline, and based on what we know of current and predicted changes in our ability to defeat foes, I agree with that. But there is a difference in expecting the value to inf to fall due to inflation and expecting our inf to rapidly become worthless.
We can't ignore the real world relationships here. The whole point of why people care about defining hyperinflation is because, in the real world, salaries and other earnings do not generally react quickly to hyperinflation. If the price of bread doubles every week, but so does your salary and your returns on investments, then there's not much of a problem. It's when the price of bread doubles every week and your salary doesn't change that there's a serious issue.
Market prices have been on the rise because player non-market income has been on the rise due to steady and long-term increase in our combat effectiveness, the reward given by our foes, or both, and not all those means of producing inf faster translate directly into producing recipes faster. Increasing the amount of money tossed at the market faster than the amount of stuff the money is buying yields price inflation. -
Quote:As an anecdotal example, on one character alone, I got 17 shards tonight. I attended a Hamidon raid, went on both the Apex and Tin Mage TFs, and ran a Kahn TF. (Total time for all those activities, around 180 minutes, including time taken to form the Hamidon raid, but not including time taken to form the TFs. That was probably another 15-ish minutes for all three.) I took Reward Merits as my reward from Hamidon, so I also earned something like 133 Reward Merits, a Notice, and a Dimensional Keystone.If it only cost 24 shards to convert to a Notice then I gaurantee you people are going to be doing that was well as the WTF, getting 2 shards per week. For high-activity players 24 shards is not a lot.
Quote:Originally Posted by BiowraithWhile I'd personally put it to nearer 30-40 shards, one solution to the above is put it on a shared cooldown with the WTF - you can get a Notice from the WTF *or* the recipe each week, but not both.
As examples: You can buy an Alignment Merit the same day you get one from a Morality Mission. You can buy a Gr`ai Matter with Vanguard Merits the same day you can buy one with Shards. The STF and the RSF are on independent Hamidon Enhancer timers, even though both offer you the same type of HO. All TFs and trials are on independent Reward Merit timers. (I actually wonder if the Abyss and Hive Hamidon instances are on different timers - it wouldn't surprise me.)
Just because they can't do it now doesn't mean they can't add it, but adding it may not take trivial time. If it did, I bet we'd have it already. -
Quote:I don't know for sure about the highly personal type you describe, but maybe I just haven't clearly experienced it. I duo my own missions a lot with dual accounts, and if I leave one character somewhere, part of the heat seeker ambushes always seems to seek out each character. But like I said, maybe I'm just not running the right missions.And there's two versions of the heat-seeking kind, I believe. One spawns and targets one specific person on the team no matter what. Who gets picked feels like it may be attached to who triggers the ambush. IE, the Blaster getting the killing blow on the boss will get him the ambush aggro. Or the Stalker scouting ahead trips the invisible line that spawns an ambush. But I'm not 100% sure on that.
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IIRC, that's also around the time that the economy was firmly going to hell in a handbasket, and unemployment increases really kicked in.
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Quote:There are currently two different forms of ambush. One type rushes to the place you were when they spawned, and don't have any special awareness of you. The other type knows where you are, has aggro on you, and will not lose aggro unless you die or somehow manage to placate them all. The one most people are annoyed with on Stalkers or any character with strong stealth is pretty obviously the latter.I always thought that ambushes should work differently for Stalkers. The ambushes should still charge, but not directly at you. Perhaps to some random point nearby you.
The effect would be that, they know you're there somewhere, but they can't see you. So they have to roam around blindly. There could even be NPC dialog about how they can't find you and how frustrating that is.
If one of them gets aggro, then you can get something like, "He's here! He's here!"
Stealth in any form, including that given by [Hide], is a means of avoiding being detected by mobs. If they cannot detect you, they will not aggro on you. The problem with the second ambush type is that they bypass the detection step completely - they spawn knowing where you are.
If more ambushes worked like the 1st kind, I think there would be less annoyance. Sometimes the "heat seeking" ambushes make sense, but they seem to be used willy-nilly with no real convention by Dev mission authors. -
Quote:I don't really disagree with much that you said. By and large, I feel I'm on the same side of the topics discussed in this thread as you seem to be. But there is a difference in making it easier and making it easy. I can see a lot of room for them to adjust the numbers seen during the "sneak peek" down without making the solo option easy to the extent that it undermines the WST.I also wish that folks here would get that if they make getting these rewards easy for soloers, it effectively undermines the whole principle of the weekly strike target.
I mean, let's look at this. Assuming you've got a good boss thrashing character, the boss smashing route is probably your best option. Based on Leandro's estimates, it would take you four thousand hours of play smashing a boss a minute to craft all 10 incarnate slots with shards. If you play two hours a day, six days a week, that would take you 333 and change weeks to wrap up.
Let's compare that to the WST + TF approach. Crafting a Very Rare with nothing but TF-produced components requires running 16 TFs, plus four WSTs. Let's assume the worst case that you never manage to overlap a WST and a component-producing TF, so you have to run 18 TFs. Even though the actual calendar thresholds mean it can take less, let's call the elapsed time to get four WSTs four weeks. Let's say each TF takes your team 1 hour to complete (high, from what I've been seeing for the ones run so far), and 30 minutes to form. That's 27 hours spent forming or running TFs over the course of four weeks. You could fit that in if you play 2 hours a day six days a week and still have 21 hours of play left, so I don't think we need to call it more than four weeks total time on that basis. Now we have to repeat this 10 times, so 210 hours of time spent on TFs, over 40 weeks.
So 333 elapsed weeks of logging in for non-stop boss smashing, or 40 elapsed weeks where you spent about 1/2 your time running TFs.
Maybe it's just me, but that seems like there's a lot of room for them to add a little slack in there without undermining the WST.
Edit to account for Arcanaville's post, that came in while I was typing mine: Fudging Arcana's rate up to 3 Shards/hr gives us about 160 hours of running fairly normal content, which sounds a hell of a lot more appealing than 400 hours of (as noted, impossibly optimistic) boss smashing. That works out to 1600 hours for all 10 slots, or 133 elapsed weeks. That still sounds high, but it's less than half of the old estimate and also based much more realistic play activities. I'm a lot more comfortable with that. -
I think it's bad form for more than a couple of ambushes to be designed to stack on you sub-level 20, and at those levels, I don't think even just a couple at a time should be sent after you all that often. At those levels, I believe most characters lack the damage-per-endurance efficiency and endurance recovery combination to run in continuous combat. Inherent Fitness is a major improvement, but a character at those levels still lacks the available enhancement slots, available inspiration slots and the enhancement strength to sustain combat without recovery buffs. And that's completely ignoring their health.
I love large, continuous ambushes on my 50s, and don't even mind them on my Stalkers, but I consider them kind of sadistic when on something that's under level 20. -
You had bad luck, plain and simple, or everyone else on the team had a defense-based build. I have three level 50 Regens that I actively play, and I don't have any such problems.
Anyone who is hit by Reichsman's AoE stun is going to be stunned. It is Mag 100 unresistable stun. It doesn't matter who or what you are, if the RNG hates on you, you will be stunned, period, unless you have someone stacking a heap of Clear Mind (or its equivalent) on you.
If you're not hip-deep in game mechanics (which is forgivable), you may not understand what MoG does, but the notion that you die whenever you use is fairly ludicrous. It is, hands down, the single highest mitigation to non-Psi damage you can get in any power in the game for its brief duration. It is almost inconceivable that you die to anything except possibly Psi damage while it's active.
MoG's duration is quite short, so what you may be experiencing is that you are using it to survive something that would otherwise kill you and then dying as soon as it ends. MoG is often described as "defensive Build-Up". It's not particularly helpful for standing toe-to-toe with something like Reichsman. Few things that aren't well-buffed with +defense can stand up to a critter of his stature, but high spike damage is /Regen's single most glaring vulnerability. If you want to toe-to-to with such a critter, lucks, IOs, teammate buffs or something is key. This isn't really a /Regen-specific problem - it's not much better on something like Fiery Aura, for example. -
Just to be clear, they are not more likely on a team. They have a fixed probability to drop from each mob, based on its rank, just like inventions. However, very unlike inventions, when a mob is defeated by a team, a chance is checked for every member of the team to get a shard. Because teams are likely to roll through foes faster than a single player is, the mob defeat rate is probably higher and thus the shard drop rate per player is probably higher on a team, even though the drop probabilities are fixed. (A team may also be more likely to fight more bosses and LTs, who have higher shard drop probabilities, which would basically translate into a higher drop probability while on a team.)
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Quote:It's been mentioned a few times now that this metric was based on 480 shards, not 88. 480 is the number of shards required to create a Very Rare Alpha slot from nothing but shards - what would be required for someone who never runs a TF/SF, trial or raid.I'd like to know where this 88 shards = 400 hours of solo play figure comes from. It's not even remotely close to my experience.
The 400 hour number for that number of shards is based on the measured probability for a boss to drop a shard, and assuming a player defeating one boss per minute, non-stop. Pretty clearly, that's probably a wildly optimistic rate compared to normal play. Other than that wild optimism, unless the probability measurement for bosses is severely off-base, this seems like a reasonable way to come up with a rule of thumb on elapsed time to gather those shards.
The post estimating this was by Leandro (who was involved with if not directly responsible for measuring the drop rates by rank) in this post in the thread. -
Not having the temp power dramatically increases the effective DPS requirement for the team. If any given team has that level of DPS, then they're fine even without the temp power, but otherwise, they can range from taking a bit longer, to dramatically longer, to actually being unable to overcome his regen.
Shivans and nukes and the like are possible options. Shivans actually fare somewhat poorly against Reichsman in my experience (in either the SF or the TF), because of all the KB.