UberGuy

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  1. Quote:
    Originally Posted by Scarlet Shocker View Post
    I mostly agree with the proviso that if you absolutely have to follow instructions to succeed, then it's not your attention span that's faulty, it's the game
    Um, I think that's preposterous.

    Anything you can do without following instructions is something you might as well faceroll. I'm OK with this game being mostly face-rollable, because it is, and I like this game. But I see nothing wrong with content where you have to follow instructions or seriously risk failure. I'm sorry, but if someone can't listen to instructions, I am going to look down on them. That's true in the game, at work, and in life in general.
  2. Quote:
    Originally Posted by Golden Girl View Post
    The biggest problem with DA being the Trial staging zone is that the street mobs mightn't respawn fast enough to keep up with the frenzied packs of Incanrates thowing out Judgements in the downtime between Trials
    Maybe. It's a pretty big zone. I think there will be plenty of spawns. When you're street sweeping in normal zones, the limited supply of stuff to fight comes from the fact that most zones have a range of critter levels, and we generally only want to fight stuff in a 1-3 level band. Based on my understanding of the revamp, DA will be different from every other zone prior in that particular regard - everything will be level 54, and therefore a viable target for a level 50.*

    I've wanted a zone like that for a long time.

    * This does assume nothing wandering around in the open zone has a level shift. That might not be a safe assumption.
  3. Quote:
    Originally Posted by Darth_Khasei View Post
    Yet most of the leaders I have run this trial with on Freedom...
    Sadly, by stopping reading here we reach a well-worn sterotype about one of our most populous servers.

    People demand things I think are dumb when they lead trials all the time. Personally, I carefully ignore them whenever possible. As in, as long as I am sure I am not going to cause the problem that person is trying to avoid, I do what they said not to do anyway, when it is actually helpful to do so. (I don't do it just to be contrary.)
  4. Quote:
    Originally Posted by Hyperstrike View Post
    Yep. My Fire/Rads, whose bread-and-butter are Choking Cloud, Hot Feet, and mostly AoE attacks? I'd never even CONSIDER taking them in for something like this.
    That's a needless self restriction. All you need to to is point out to the leader that you shouldn't be devoted to fighting Seers, assuming your league assigns anyone to that. (Many do not.) The notion that AoE-centric characters are no good in the entire trial is mistaken.
  5. Quote:
    Originally Posted by Scarlet Shocker View Post
    Good for him for demonstrating what a poorly designed Trial the TPN really is.
    While I am not a fan of the "don't do this or your league can fail", I don't think you can draw this conclusion from its presence in the TPN. The general rule is simple, if you rely primarily on AoEs for damage, don't fight the Seers - go inside and fight the IDF. There's never any good reason to hold back AoEs when fighting Maelstrom outside. So unless someone is dense or refuses to read team chat, barring the occasional misfire, this simply should not be a problem.

    There are a bunch of things that annoy people about the TPN. The noisiest complaint I see on the forums is generally this notion of civilians doing grievous harm to supers using rocks. (Let's not devolve into discussing that here, there's at least one whole thread on it.) It's definitely repetitive, though if you rack up Public Opinion rapidly, it is less so. I personally find being ganked by Maelstrom while moving from building to building incredibly annoying - when it happens there's nothing I can do about it, and that's never fun. But overall, I don't find the trial poorly designed in a mechanical sense. I find it a decent trial with a few things that I wish worked or were presented differently. I find its rewards excellent.
  6. I turn bosses on at level 1. Yes, sometimes they are a pain, but I find the game easy to a degree that's unsatisfying to me without them.
  7. Quote:
    Originally Posted by MrCaptainMan View Post
    If the rate of Incarnate advancement through the solo path is as bad as you say it will be, maybe the hardcore trialers won't bother with it after they've done it for the storyline or to check it out once.
    At this point, I don't think the "solo" path needs to offer "bad" progress rates. It just needs to be less good than running down the list of iTrials. Right now, with six trials, the rate of available Incarnate progress is, frankly, very high. If there is regular access to all the iTrials except perhaps MoM, I can run a few trials a night and pretty easily have at least all T3s in the level-shifting slots on a character in about a week. If things are really moving and I devote several hours to it, I can earn 10 Empyrean merits in a night of play. Remember, a Rare Incarnate Salvage piece costs 8 Empyrean Merits to craft outright with zero Inf cost. A Very Rare costs 30.

    The above does assume you have regular access to non-failing leagues. Leagues I attend or lead do succeed more than they fail by a decent margin - probably at least 9:1. The new 60 thread mid-trial reward for the TPN and UGT also provide an absolutely amazing boost to how fast you can craft your way to a Rare (or VR), though the UGT thread reward needs to be fixed so that you get it for all successes against the WWs.

    So basically, the DA-based progress could be set somewhere down below but even somewhat near where things were when all we had were BAF and Lambda, and iTrials would still be a lot faster, but DA-based progress would not suck. I would totally still do iTrials, because I do not hate them and I covet that fast progress, but I would totally use DA when I wanted to work on an Incarnate but there weren't enough people around to form an iTrial (which is pretty much any time before around 4 PM US/Central most days on Justice).

    Edit: By the way, if the progress rates on offer there are not glacial, I do think DA is going to be the new place to form iTrials. I just don't see the point in going to RWZ or PD. If you're waiting for an iTrial, right now you're forced to stand around doing nothing. Once DA becomes an Incarnate progress zone, you can fight stuff there while waiting and potentially earn something while doing so. If the DA makeover comes bundled with the ability to run door missions while in the LFG queue, this is even better, though the LFG queue itself will still need some functional improvements, IMO. I expect most league leaders to try to fill a league on a direct invite basis, not with the queue, because only by direct invite can you see what you're getting, and the UGT, TPN and especially MoM do require you to pay at least some attention to what's on your league.
  8. Quote:
    Originally Posted by Infernus_Hades View Post
    Why would you not like all of your characters to advance to the end game? So the Devs are making this so you can run it once get ticked off and quit running it?
    Everyone has to choose between ongoing progress and working on new characters. Irrespective of the form of that progress, that's a fundamental choice everyone has to make - play an existing character to progress it or play a new character and perhaps get it to where the existing character already is.

    Imagine the devs had performed a major miracle and produced 50 more levels of content, setting a new level cap at level 100. Imagine it took, on average, 75 hours of play per character to get a level 50 to level 100. If you had 20 level 50s that's 1500 hours of play.

    The only ways to make it "easy" to achieve getting every character you might have to level 100 is to have few characters or to make getting to level 100 trivial. The former doesn't apply to you, and few devs in any PvE-focused game would likely willingly let the latter happen.
  9. Quote:
    Originally Posted by Dragon_King View Post
    I hope you don't mind but I am adding this to my sig right now with proper credit to you...
    Heh. You should spell her name right if you mean to give proper credit.
  10. That the "minor" categorization of damage for the Psi and Toxic DoT has some history behind it. In beta, they were both originally 50% the damage of Reactive's DoT and given the "minor damage" label. Then, based on testing and feedback in beta, they were changed to be around (IIRC) 80% of Reactive, but the "minor" label stayed. I guess they don't have a standard designation between "minor" and "moderate", and making them both "moderate" would also be misleading, so "minor" is the least misleading of the two. So that's why they are qualitatively labeled as having different damages that aren't actually very different.

    I think the reason you don't always see all 5 ticks, but usually see one or two, is that each tick has its own [edit2] 75% chance of happening, but when a tick doesn't happen, it ends the rest of the chain. I haven't tested this empirically, however.

    Edit: If correct, and if I did my math right, that would mean you have the following odds of each number of damage ticks.

    0 Ticks: 25%
    1 Ticks: 18.75%
    2 Ticks: 14.25%
    3 Ticks: 10.547%
    4 Ticks: 7.910%
    5 Ticks: 23.730%

    It doesn't seem like that lines up with reported observations, since it makes five ticks the most likely outcome.
  11. Quote:
    Originally Posted by BrandX View Post
    Truthfully, I couldn't imagine making a FA character and not taking both! But if one had to be dropped, I'd drop BU over FE.
    Seconded on both points.
  12. Another thing people do is bandy about the "balanced around SOs" notion as though it somehow suggests that means the devs would completely ignore what IOs could do.

    I think their target is more along the lines of "keep difficulty focused on SO builds while at least giving some thought to what a maxed out character might be able to do with the content". There are some ways to make content challenging that won't crush an SO'd character but would still make an IO'd one consider their cranked-up difficulty settings. Defense debuffs are one of the most commonly encountered. Unfortuantely, moderate defense debuffs don't seem very common; they're either moderately scaled but pervasive (so that stacking and cascade failure are a real issue) or relatively infrequent but fairly immense and autohit (see Tarantula Mistresses).

    Folks like to say that the Incarnate end game is tuned towards IO'd characters, but I don't think it is. A league can roll reasonably through most of the iTrials if they meet one of two criteria: mostly random league composition with plenty of IO'd characters, or league assembled with an eye towards providing enough control, buffs and debuffs around a core of DPS. In other words, if you don't have a bunch of IO'd (or heavily level-shifted) characters on your league, you need to do what we all did before IOs - build the team more carefully. Obviously, as the characters in question gain Incarnate powers and level shifts, this need drops off again, since everyone gains some ability as a buffer and (to a much smaller extent) debuffer, and +1 foes hit a lot less hard (and often) than +4 foes.
  13. Quote:
    Originally Posted by TwoHeadedBoy View Post
    What? The badges in all three of the new trials are pretty much rewarded for paying attention and understanding how the trials work. Keyes and Lambda badges are way more finicky and difficult, imo. The newer ones can and have been gotten for many people by accident on PUG's.
    The only one I really hate the badge requirements for are Keyes, because one person can so easily mess it up for everyone.

    That's true to some extent for a number of badges, including the "classic" Master of Badges, but the Keyes version seems much more fragile than just "don't die". The Bombs badge in Underground suffers a little bit from this, but mostly people who fail this for leagues that are really trying to get it are the sort who refuse to listen to instruction. The only other iTrial badge I have a dislike for is the "collect 'em all" badge for the MoM trial, because it's just random and repetitive. I much prefer the badges that take some sort of good play.
  14. Quote:
    Originally Posted by Aura_Familia View Post
    I honestly couldn't give a rat's rear. If the smaller leagues damage the larger leagues that tells me that that larger league missions suck *** and need fine tuning to actually make them enjoyable.
    You have to be careful here. This is one of those cases where correlation and causation can't be clearly linked.

    Let's say, for the sake of argument, there is a single, 24-man iTrial, and it's actually well-liked by people who don't have an intrinsic dislike of large league content. Then the devs add, say, two TFs that use Incarnate reward system. They're both reasonably liked. Now imagine you're not on one of the top population servers.

    There's only so many people playing 50s and looking to run iContent. Those people can now get in one iTrial or two iTFs. It's just going to be easier to get into the TFs, because they're easier to start. The more people who do that, the fewer people will be available for the 24-man trial. This has a negative feedback effect - the longer it takes to form the trial, the more people will simply opt for the TFs.

    To counter this, you need one of two things. One option is that the iTrial needs to be a lot more fun than the TFs. That's pretty subjective, and could be read to imply that the TFs shouldn't be made as fun as the iTrial - something we wouldn't want the devs to set forth as a design goal. The other option (and the more realistic one, IMO) is to make the iTrial have a noticeably better reward than the TF.

    As an aside, and IMO, the devs have done a good job tweaking the rewards for the existing iTrials so that I do very much want to run the longer ones instead of just the BAF/Lambda. I consider the reward for the longer ones to be excellent. (Well, other than the bug for the 60 threads in the Undeground - fortunately leagues I'm on usually hit the criteria for "Regenerate This", but not always.)
  15. 8 players or less, yes. Capped at less than 8, like the Halloween trial? No. I hated that the Halloween trial took 4 and only 4. I believe that was one of the most idiotic things ever, and I say that with some idea of why they might have done it.
  16. Bear in mind, what people get by stealing account login is not generally the same thing as what they get by hacking the game service.

    When they get your personal account or game authentication information, they have access to your account info and/or virtual goods. Last time I checked, the NCSoft North America account management site did not display my whole credit card number. Mostly, achieving this level of access gives them access to your characters and those characters' inventories. CoH is not high on the list of MMOs where you can sell those goods for lots of money. It's not proof it will never happen, but other more populous games are likely better targets from a profit/time perspective.

    If the attackers penetrate the NCSoft back-end, having a client authenticator does nothing for us. They can steal personal account details in bulk, and if they are not sensibly encrypted, this can be used for identity theft. This is (normally) harder to pull of, but also vastly more potentially profitable in the real-world for the attackers. Getting all our game login information is a pittance compared to getting our personal, real-world information.

    The value for NCSoft in adding client account protection to CoH in particular seems low, and conceivably would be negative. If they added it to all their titles (and they have some big ones that seem like they might be juicier targets) it might make sense for NC to bundle CoH in with it. Otherwise, it seems likely to be overkill.
  17. Quote:
    Originally Posted by Daemodand View Post
    Fight the IDF at that difficulty and see how you do. Vanguard, too.
    I've fought IDF at +4/x8 with IOs and incarnate powers. It wasn't easy (I had to take it slow), and did involve several deaths in a single mission.

    I wouldn't recommend it to anyone, but I think that means it's achievable with SOs at something like +1/x6, as long as you're playing something that can solo reasonably to start with.

    Vanguard are rather binary. Either they're a big PITA, or you can roll over them. It's usually control-heavy characters that can peel them.
  18. Late to the thread, and it's already been covered, but I was blown away reading the original post then seeing it dive into whether or not the SO build could manage +1/x6. I think it's fair to say the game isn't "balanced" around ability to solo at much above +2/x2 or +3/x1, and +0/x1 is considered the baseline.

    I used to bump my difficulty up on the old settings back when all we had were SOs. I usually bumped it to the old approximate equivalent of +1/x1 around level 25-32, and to +2/x1 around level 35-40, depending on the character. The primary factors of when I could set those transitions were

    • When I got a decent attack chain slotted.
    • When I could hit +1/+2 foes and, later, +2/+3 foes. (Remember, at each level you can get foes +1 to what you set. Sometimes you get more of those than ones matching the base setting.)
    • When my endurance management was up to the task.
    On the note of the incarnate end-game, I suspect it is probably such that an SO'd league with no level shifts can succeed if they put together a balanced league composition and play cautiously. That's before they have level shifts - as they get more shifts and Incarnate powers, they can become less careful and cautious. As with the rest of the game, what IOs let you do is care less about the AT and powerset balance in your league when forming, and be more Leeroy Jenkins about how you approach the encounters.
  19. They've always been 49 plus shifts. There was no nerf.
  20. Quote:
    Originally Posted by ketch View Post
    Easy there, killer. No need to get angry when someone points out your faulty logic. Maybe you should have noted earlier when I mentioned it, but in my experience trials have been more successful when people completely ignore the Telepathists.
    Threadjack. I see this posted all the time, and it frustrates the hell out of me, because people try it in ignorance, and waste everyone's time. This is a big oversimplification. This approach to the trial is more successful when you have sufficient buffs (and maybe AoE DPS) to be able to ignore the telepathist's debuffs.

    I have been on TPNs where this was not the case, and people ignored the Telepathists. The league got its collective derriere popped off, made into a nice garnish, and fed back to it with a hollandaise sauce. Edit: To be clear, the debuff from the Telepathists weakened the league to the point that the IDF was much more dangerous than normal, because they were hitting far more often and far harder than normal. It had nothing to do with being outside or with Maelstrom.

    This tactic is fine if your league has the right composition in terms of having some folks along to counter the debuffs with their own buffs. That's not a generically true statement about all leagues.
  21. Quote:
    Originally Posted by nytflyr View Post
    ok, that may be what happened, so that "fixes" the complaint. I still think it needs to go back to the old way of forming though...
    Oh, you've reported a completely valid bug/complaint, IMO. We're just offering a solid work-around. There's no way on earth it should be cool that closed leagues work this way. In fact, they didn't always do this. They broke them in this particular way a couple of patches after they were first released.
  22. Quote:
    Originally Posted by OV_ohms View Post
    The behaviour described in the OP happens when the league is set to private. I would avoid using that option tbh, it only saves 90 seconds and causes no end of problems.
    This.

    What appears to happen is that the 1st few fastest people to zone in get on the 1st and maybe 2nd team, and then everyone else ends up on their own team. There's a suspicion among players I know that anyone who would be slotted into their own team after there are already 6 gets booted from the event.

    Don't lock the event. Not the teams, that has nothing to do with it. There's an option on the LFG window that the leader sets for locking the event. Don't do it.

    The worst that happens with open events is that the team order may get jumbled, but that's it. People within the teams stay in the same relative positions, so the team leaders are preserved in those spots. And, as far as I know, no one gets kicked.
  23. So glad to see we still get logged out randomly. >.<
  24. Quote:
    Originally Posted by GuyPerfect View Post
    A pattern... Anyone else see it? As far as new Power Sets go, there has been a disproportional favoring of the melee classes, and it seems that the Paragon Market is favoring them as well, albeit behind a cash curtain. They've already had their day in the sun, as far as I'm concerned
    To be fair, I personally notice a significantly larger number of requests for new melee and/or armor powerset concepts than I see, for example, ranged attack powersets.

    Also, maybe I'm missing something, but it seems to me that there are a lot more visually distinct melee fighting styles than there are visually distinct projectile launcher styles. Most of the current distinction in ranged attacks is about what the ranged attacker is tossing, where a lot of the variety in melee sets is less about what, but how.

    Contrast this with melee attack sets. For most of the existing melee attack sets, we have significant repetition in what we are attacking with - they all down to hitting people with a fist, an elemental effect, or a melee weapon. But when you focus on the powersets with shared weapon type - bare hand/fist or swords, what distinguishes them are different visual attack styles. What makes the sets distinct is how we hit foes with them - and then how the devs translate that into a distinct powerset mechanic.

    I honestly think that the prevalence of melee powersets comes down to the devs giving us a lot of the things we ask for.
  25. Quote:
    Originally Posted by Generic_Past View Post
    The easy way a group of us on Pinnacle has done so far is to ignore all the side "jobs". Even when mael is out, telepaths, etc... Have a tank or 2 in the buildings with the entire group taunt the enemies away from the terminals and ST attack the Technician's asap. Rinse, repeat in the other buildings.
    The problem with leaving the Telepaths alone isn't the loss of ratings, it's the debuff. Five of them unmolested is -30% defense and -30% DR. It's possible to offset this with buffs, but it's only reasonable to adopt this strategy if you know going in that your league has this sort of buffing available. Going in while ignoring the Telepathists on a league that can't offset the debuffs results in ugly wipes against the IDF, which then tends to lead to a rather binary failure because wiped leagues don't clear terminals fast.

    Long story short, take stock of the buffs and incarnate shifts of your league before deciding on this strat. It can work, but it doesn't work automatically.