UberGuy

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  1. In my opinion, this has a fairly minor effect on Invul's peak performance. From a single powerset impact, where this change has the biggest effect is on Shield, not Invul, because it prevents these HOs from buffing Defense Debuff Resistance (DDR). The impact on many builds is that a they will have to spend more slots to get the same defense, or accept some loss in defense slotting.

    To give you some idea, here are combinations found in many of my current builds. (Numbers given include ED.)

    Enzyme, Def/End IO (50), LotG:+Rech(25) [~60% defense enhancement ]
    Enzyme, Def/End IO (50) [~49% defense enhancement]
    Enzyme, LotG:+Rech(25) [~45% defense enhancement]

    About the closest I can get by replacing the Enzyme only is to slot in a nother level 50 Defense/End piece (from a different set if I already have one) and use Enhancement Boosters. You can also trade out low-level LotG:Recharge IOs for higher-level ones. Using all of them pretty much keeps me where I was. Using some of them will get me pretty close, but not exactly where I was, depending on which slotting regime we're looking at. See below.

    Def/End IO (50+5), Def/End IO (50+5), LotG:+Rech(50+5) [~60% defense enhancement]
    Def/End IO (50+5), Def/End IO (50+5), LotG:+Rech(25+5) [~52% defense enhancement]
    Def/End IO (50+5), Def/End IO (50+5) [~40% defense enhancement]
    Def/End IO (50+5), LotG:+Rech(50+5) [~40% defense enhancement]
    Def/End IO (50+5), LotG:+Rech(25+5) [~35% defense enhancement]

    So we can still get there if we're willing to obtain boosters and possible give up some recharge bonuses while exemplared.

    Edit: I realized while out at dinner that the above is silly for not simply plugging in a Cyto. In fact a ++ Cyto and one +5 Def/End IO will be the best combination slotting under the new change.

    Expect Cyto prices to rise, as others have observed.
  2. Quote:
    Originally Posted by Purus View Post
    So to get this straight on my dm/inv the enzyme exposure slotted in invincibility(for example but take any of my defense and pool defense powers) is no longer gonna do anything
    It will no longer buff defense. It will still buff end reduction.
  3. Quote:
    Originally Posted by TrueGentleman View Post
    Yet there's already a fully working containment valve on alignment switching with the current tip mission model.
    Do you really believe this? How much back-and-forth movement do you think there is? I think most characters moved in one direction and never went back. New characters are created now with the alignment of choice, because there is no barrier to what AT starts on what side.

    Some heroes go redside then back to get Patron Pools. That's still a minority, since not all ATs get Patron Pools worth the trouble of doing that for.

    The only people I know of who migrate the same character back and forth more than once are hard-core badgers and some role players. I'm a borderline hard-core badger, and I only ever move one character back and forth more than once.
  4. Quote:
    Originally Posted by TrueGentleman View Post
    Care to wager that you'll be among the 1% of players who take the time to come up with some kind of rational for their characters' insta-switches (even if it's just a Nemesis plot)?
    So are you really complaining that they're catering to the other 99%? That seems sensible to me. Or do you just object to them actually monetizing it?
  5. I still use HOs, but only in limited ways. If you want to frankenslot, they are pretty amazing. Let's remember that not everyone uses the IO system to rack up amazing set bonuses - you can still get pretty impressive improvements in base powerset function by using sets to "frankenslot" powers for better end, recharge and acc than SOs/Common IOs allow. Even though I do chase set bonuses, I still frankenslot the occasional power that sports combinations of features no one Inventions set covers, like Siphon Life.

    While I agree that this makes HOs into "end game" loot that has a very mundane use, I'm not sure I agree that's a terrible thing. If they get a buff I won't complain, but I'm not convinced they "need" one.
  6. The patch note is worded very carefully.

    If the wording is meant to be taken exactly as it is written, Enzymes will not buff defense because they do not say they buff defense. Likewise, Membranes will not buff DDR, because they do not say they will.

    If the wording is actually correct, slotting Membranes in Widow Mind Link should not be affected by this, because Membranes in that power are enhancing things they say they enhance.

    This is not worded like the Alpha Slot. The Alpha Slot will not enhance things that a power does not accept enhancements for. Spiritual Alpha does not enhance Mind Link, because Mind Link does not accept basic Recharge enhancers. This is not worded like that.

    It is up to testing to determine if the wording is as correct as it is specific. I should be able to find out tonight.
  7. Quote:
    Originally Posted by Eva Destruction View Post
    No purpose is better than a ham-fisted story written around the mechanics that causes /facepalm at every turn, IMO. Things like the mothership, paper missions, and all the zone repeatable missions are repeatable only because they are pretty insignificant story-wise. It's a limitation of repeatable content. Hami is, in a way, just as bad in the long run. We've been farming that guy for years and nobody has made any progress on figuring out how to put him down for good? Nobody has even tried?
    So what I'm getting here is that there are no ideal solutions. It's a matter of "pick your poison". Some people hate having a story that it doesn't make sense to repeat, some people hate having content that is effectively detached from progressing a story.

    There's room for both, but I don't think anyone is going to get something they'll think is great, because most MMOs are fundamentally about repeating content on some scale or other.
  8. I wonder if we'll be getting any Free-specs. (Given the Stalker and Grav changes, I would think so.)
  9. See, I don't think the Mothership raids are that great an example. I find them a fun, but story-wise hollow experience. Don't get me wrong, I don't get any great satisfaction from the embedded story in iTrials, and the cutscenes got old fast, but I don't feel that things like the RWZ are any great shakes just because they're vaguely explainable. I don't ever feel like I'm accomplishing anything fighting the Rikti. I know they'll be back as soon as the shields come up. The raid is just an excuse to earn VMerits. Sure, it's fun, but for me, its (lack of) story has zero to do with that.

    Hamidon is different for me. Like the Rikti, I know he'll be back, but it feels right that he's going to be back, because he is the big bad, and his presence in The Hive / Abyss is completely open ended. There's no plot you obviously stop, there's just the mechanics of overcoming his off-the-scale stats. He's impersonal and so is fighting him. Your imagination can insert reasons why he's there and what fighting him actually achieves. Anything with more sense of plot prevents that. Even with the mothership raids. we plant bombs on the Rikti ship, but that apparently does nothing, when planting bombs seems like it should do something.
  10. UberGuy

    LFG expansion?

    Quote:
    Originally Posted by Aura_Familia View Post
    The TUT doesn't actually queue the team up for the tf, it simply dumps them at the contact in the zone of the contact.

    The person with the star can then choose a team as needed, including dumping everyone who was tp'd via que, and choosing team members the traditional way.
    That's a pretty far cry from what I think most people imagined. Interesting.
  11. UberGuy

    LFG expansion?

    Quote:
    Originally Posted by Samuel_Tow View Post
    How do you expect me to react, realistically speaking? When I don't feel like socialising with other people but want to run content that forces me to team with other people, how am I supposed to approach it?
    Bluntly and very honestly, I do not expect you to run that content.

    You are deigning to run that content only because the system now makes it mechanically convenient. You still don't want to interact with those other people. Now, though, you don't have to interact with them to get invited, so you'll take that route to get in now that it's an option.

    Your dilemma isn't alien to me. Historically, I was a pretty dedicated soloer from the time they introduce the very first purple patch (which badly broke teaming and lasted several weeks*) onwards. I didn't do much in the way of TF or old-school trial content. If I did it, I did it with friends or sucked it up and asked to join people I didn't know and who didn't know me.

    Don't get me wrong. I don't begrudge people the LFG queue. It's going to empower the one-off players to join other groups. What I don't like is the proposed notion that because this exists, pre-formed teams need to be deprecated.

    My default mode is to solo. If I don't solo, it's because I do want to team with people I know and like teaming with, or because I have to team. If I have to team, I always prefer to do it with people I like to team with.

    So of I am teaming only because I want to team, I'm going to be teaming with people I know. By definition, that means I'm not going to want a group of random teammates. Random people may be welcome, but only after I've already ensured the people I actually like to team with are guaranteed a spot in the mix. That means I'm preforming a team.

    If I am teaming because I have to team, there's still a very good chance I am going to want to do that with people I know. I don't like to join pugs. I do it in iTrials because I often have no choice due to the size requirements. But for other content, where I can get away with teams of 2-8, I'm simply more picky. It's not because I don't think a team of random people can't finish, I don't know, Manticore's TF. It's because I tend not to enjoy how most PuGs go. The people I do like to play with tend to share my playstyles. So, again, I'm always going to try to pre-form a team with them first. If the content is actually hard, then I also care about what I invite, not just who, so again, I'm going to preform the team, at least a little.

    Finally, and related to the last point, even if most non-iTrial content can be completed by an arbitrary team, there are worlds of difference in how random teams can end up performing related to ones formed with some forethought. If you're the only 50 who joins an ITF, and everyone else is, say, 35-40, that's a whole different experience than having a core of 50s, and not one I personally enjoy. If you hop on your Force Field bubbler and join a Kahn with four Tankers, an Empath a Blaster and a Peacebringer, the end fight is going to take a whole lot longer than one where someone brought a debuffer. There's a difference in what's possible and what's desirable, at least for me. I always want control over that.

    * For those who weren't here back then, the original purple patch made fighting +2s more like fighting +4 today. This was in the days when very few people were over level 20, you Sidekicks were per-character (no SSK system) and IOs weren't even a gleam in anyone's eyes. About all you could reasonably fight was +1s, but it was easy to end up facing foes +2 or higher to you if you weren't exactly the same level as the team leader. I stopped teaming and started soloing, and pretty much never looked back.
  12. UberGuy

    LFG expansion?

    Quote:
    Originally Posted by dugfromthearth View Post
    other games reward people for using the LFG tool with buffs when you use it.

    Give +10% xp if you use a team created from it and it would get used - at least for the lower level tf's
    And how would it distinguish between using it with a fully pre-formed league, and joining such a league as a single person from the queue? Would the single person get the bonus? The whole league? No one?

    People are going to use the interface. Just being able to start up a TF from any zone is reason enough to do that. What some of us are not going to do is hope for fully randomized teams, made of nothing but people who all hopped in the queue together.
  13. I suppose that follows. I am not sure it's likely, though (as you may have been hinting at with the "quixotic" bit), since the devs also seem to want to use them as a narrative vehicle. If they create more story-arc-driven content in the vein of I22's DA, that may be able to change, with the arcs being the narrative delivery and the iTrials then being something fits into that narrative, but makes repetition (more) sensible.

    There's still a problem, though. For that to work, the repeatable tasks have to relate to something that makes sense to be essentially static. "Winning" at the trial can't really be associated with any change in the narrative. Roughly, it'd be like the trial equivalent or running the PvP zone missions. Longbow and Arachnos aren't going anywhere, so invading their bases over and over without really affecting the larger world makes sense.

    But even a narrative told in story arcs needs to either go somewhere, or end up unresolved. If the arc narrative goes somewhere, then even though the associated iTrials may be internally consistent with repetition, they won't make sense for anyone who got past that part of the arc narrative. If the arc leaves things unresolved, and we're running the trial over and over in an eternal status quo, then (at least in my opinion) that doesn't feel much better than running something with a story over and over. One breaks immersion, but the other just feels ... empty.
  14. Quote:
    Originally Posted by GuyPerfect View Post
    The new Dark Astoria has all-new Exploration badges.
    Just to be clear, is that "all new" as in "only new"?
  15. Didn't the move all the Galaxy City badges into other zones, as well as leaving them in the echo?

    In any case, we've had zone revamps before, and they didn't remove the badges that had been there. Faultline, for example. Galaxy City was a bit different since it was actually removed.

    However, I could see them moving existing DA badges simply because this new DA will be far more lethal and high-level than old DA. But they wouldn't strictly have to.
  16. UberGuy

    LFG expansion?

    Quote:
    Originally Posted by TonyV View Post
    We as a community need to support a fundamental shift in how teams are created. I hate, hate, hate, hate, hate spamming channels and sending out tells to everyone looking for teams. We really need to make a concerted effort to use the queuing system how it was intended and get people used to teaming this way.
    That will not happen so long as you cannot see what you're getting. For example, I am not going to join something like the UGT or MoM with a random group of people who I cannot tell their powersets or level shifts.
  17. There's those non-villainous-seeming Mastermind henchmen people were asking about recently.
  18. Quote:
    Originally Posted by Golden Girl View Post
    There'll be an echo, just like Galaxy City - although all the old DA story arcs will be removed permanently from the game, so that's a major bit of content that we're losing completely.
    Hm, that's a bummer. I didn't catch that part of it before.
  19. Quote:
    Originally Posted by SilverAgeFan View Post
    Yeah. I have fond memories of hanging out in DA. BP mask badges are going to become a bit more of a PITA to get now as we'll have to rely on Talos day and night cycles to bring them out if we don't get an echo.
    I think they said there will be an echo. I may be misremembering that, though. Someone can likely correct me if so.
  20. Quote:
    Originally Posted by Eva Destruction View Post
    It requires repetition, period. In normal leveling you can do a TF, then go do missions and never touch that same TF again, unless you want to. You gain all the rewards that are exclusive to that TF the first time. The only exceptions I can think of are the ITF, and that's only if you want the Nictus weapons, and Hami, simply because of the sheer number of people required.

    And yes, I am aware that DFB also encourages repetition with its selection of rewards. It was created to train newbies for the eventual iTrial grind.
    While I acknowledge my anecdotes can't be taken as representative of the playerbase, this was never an issue for me. I and may other players on Justice ran TFs and SFs many, many times for Reward Merits and general entertainment. I suspect, but cannot prove, that this was extremely common behavior visible in data mining, which led to the impression that people were going to be satisfied with running iTrials over and over.

    Even if that's what happened, I don't think they did a great job what with the rush of people that burned themselves out on BAF and Lambda. I think there was too much repetition there, even for most people who liked re-running TFs.
  21. In regards to the OP, no, I don't think you'll be soloing Hamidon. I don't seem to have good data on the AT modifiers for Hami and his mitos, but you're going to be looking at around 750 automatic damage every 6 seconds from Hami, and around 450 damage every four seconds from every yellow Mito. In addition, Hami hits you with 10% heal resist and -50% regen that lasts 70 seconds every time he damages you. The greens are even worst on the heal resist front, with each one applying 75% heal resist every six seconds. You're also going to be end sapped by six blues each applying -20% endurance, -20% recovery and -50% to all movement every six seconds. Blues and Greens do damage, too, although only the blues do special damage. (Greens deal Toxic damage.)

    Even assuming an infinite supply of EoEs to keep you at the resist cap, and assuming that the big Break Frees will keep you unmezzed (it looks like they would), I just don't think you'd be able to survive that kind of firepower. For someone with a 75% resist cap, you would still take around 369 points of damage a second, while being progressively unable to use greens.

    A WP or Regen Brute might do better, what with their 90% resist cap. That's down to suffering 147.5 HP/sec, and a Regen's self-heals bypass the -heal. But I'm pretty sure a Brute isn't going to be mezzing the greens.
  22. Quote:
    Originally Posted by MrCaptainMan View Post
    The more I think of it, the sillier the iTrial narrative design seems. I used to think tge BAF and LAM were treatable as repeatable narratively. Seige and NS are trying to release mindwashed again, and we have to stop them again, and look, Cole's filled up his weapons caches again, time to go destroy them again.

    But if they're really only supposed to actually happen once for each character's story, then what are the endless repetitions supposed to be?
    While this is a valid point, I don't really understand why we'd start asking that question now. We've been faced with that plot loophole pretty much since Task Forces were made repeatable. Back when you could outlevel them, it wasn't so noticeable, but that changed ages ago.

    The more intricate the story behind any given content, whether it's the story of our characters going through the missions or just the backstory leading up to the missions, the less sense it makes for repeating it to be a case of facing down the same villains trying to do the same thing again. Facing Arachnos robbing the bank in a Safeguard mission over and over sort of makes sense (though bank robbing seems a bit mundane for Lord Recluse...), but uncovering and then stopping an intricate plot to poison the city's water supply stops making sense pretty much the second time you do it. You would know what Dr. Vahz was doing and just go straight to stopping him. How many times can we kidnap Ms. Liberty from that base in Nerva and beat up the Freedom Phalanx? How many times is Reichsman going to try and form the League of Evil People Who Don't Want to Help Him?

    Let me be clear that I'm not so much defending the way things are as the best idea. All I'm saying is that the water is way, way under the bridge. As a player base we were all pretty pumped back when TFs were made such that we could exemplar down and run them even if we had out leveled them. Everything sort of snowballed from there, and we have mostly quietly accepted repeating content, even if the repeating makes little narrative sense. Building the iTrials on this model was mostly a case of the devs taking something that seemed to work and running with it.

    The only reason I think anyone is complaining is that the iProgress requires such focused iTrial repetition. It's not like normal leveling where you can do a TF, then go do missions or something for a while before even touching another TF. I22 will hopefully help significantly with this, but right now, it's pretty severe.

    I can't tell if you're serious about 1000 iTrials that you could each only ever run once, but I sure hope not. That sounds terrible.
  23. I'll take a look at my Regens and see if I can get something decent with a composite like that. I did try that on my SM/FA and didn't have much luck, with other stuff I was shooting for, but I don't think I ever went back and looked at the Regens.
  24. Quote:
    Originally Posted by John_Printemps View Post
    They're a poor source for S/L, and Positional Defense is supremely complicated on */Regen's that don't carry something like Parry.
    Oh, I agree that, if the goal is typed defense, ToDs and Oblits are suboptimal. I have them in my build because I want typed.

    Quote:
    S/L just turns out to be a better call
    My experience disagrees, but I'll concede the difference is slight. The problem I find is that, when soloing large spawns of arbitrary foes, there's quite a lot of ranged exotic damage in the game. There actually was a decent amount of it coming from some fairly (at this point) old school foes, such as Arachnos Mu dudes and Council/5th Vampyres, for example, but these days we get fun guys like the IDF and War Works throwing weird damage types around, too.

    When I have tried to put together my own Regen builds, I haven't been able to get all of E/N/F/C defense, or even just E/N (which is probably more important) up where I'd like them when I build for L/S defense. This isn't a universal thing - it does depend on powerset. I've built DM/Regen, DB/Regen and MA/Regen (Stalker) and generally go better all-around protection from positional rather than typed. (As a counter example, I tried to build for positional on a Stone/FA Brute and got nothing I liked, and so got better all-round results from typed defense.)

    IMO, the consideration is compounded by the fact, given that most Regen builds include Tough (and have for ages), L/S damage is actually the one damage type they have any particular specialty in being able to absorb. So anything else comes it full-strength.

    The build I posted up-thread isn't any panacea of ranged defense, but it's got about 8-9% more to ranged defense than yours achieves for E/N/F/C. Mine is about the same on AoE as you are on E/N/F/C, which does weaken my position some, but outside of iTrials and AV/GM fights, Ranged defense seems to generally be more valuable than AoE defense.

    The one condition under which I'll concede that a L/S build is going almost universally better is going to be when facing bullets that deal -def. Unfortunately, that's probably mostly academic on a DM/Regen, since one hit will start tearing down defense and the cascade will take over very quickly. Of course that's why we have MoG and (maybe) Shadow Meld.
  25. One common level 50, one L50 Performance Shifter End Mod, one Performance Shifter +end proc. I usually don't have more slots for it, and the proc adds more endurance recovery on average than a third level 50 enhancer would due to ED.