UberGuy

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  1. Dark Miasma and Regen.

    I have five Dark Miasma characters: two Defenders and three Corruptors. The Defenders and two of the Corruptors are level 50s (the other Corruptor is level 30). The two Defenders top my list of highest "hours on patrol" times of any characters I have.

    For a long time, I had a hard time creating and/or leveling a Defender or Corruptor that wasn't a Dark Miasmist. I just enjoy playing it that much. I finally gave in though, not because I didn't want more DMs, but because I wanted to try other things again.

    I have four Regen characters: two Scrappers and two Stalkers. The Scrappers and one Stalker are level 50 (the other is level 32), and the one of the Scrappers has my 3rd highest "hours on patrol" after the two Defenders.

    Unlike with Dark Miasma, I don't find my mouse gravitating towards Regen whenever I play a melee. I do really enjoy playing the set, however. I find the more direct control over my own survival more enjoyable than "toggle and forget" powersets. (Probably my second-most-enjoyed melee survival powerset is Firey Aura, for similar reasons. I would also probably enjoy the Stalker version of Willpower.)
  2. Quote:
    Originally Posted by DumpleBerry View Post
    They're right about it being nice for F2P people.

    It's a complete pain in the *** for VIPs.
    It is?
  3. Quote:
    Originally Posted by IzzySoft View Post
    > But they are certainly not all close to each other in damage output.

    Hmm.. Got an example powerset?
    Broadsword versus ... just about anything, actually. Let's pick something that's not wildly difficult to analyze: Martial Arts.

    The optimal attack chain for BS is something like Headsplitter, Hack, Disembowel, <pause>, Hack. Ideally, the <pause> should be removed, but doing so completely requires unsustainable levels of recharge in Hack.

    The best Martial Arts chain is, IIRC, Storm Kick, Crippling Axe Kick, Storm Kick, [Cobra Strike OR Crane Kick]. The Martial Arts chain can be achieved with no gaps with relatively modest levels of global recharge plus a recharge-boosting Tier 4 Alpha slot, or high-ish levels of global recharge without the Alpha.

    If you add up all the power damages, and then divide that buy the sum of all the power activation times*, the Martial Arts chain delivers more damage / time than the Broadsword one does.

    Now, Parry is a pretty powerful defensive tool, so maybe that makes up for this difference. Martial Arts has mitigation tools, but none are quite so widely applicable as Letha/Melee defense. So maybe that explains it? Well, now we get to throw Katana in the mix.

    Katana and Broadsword are, in terms of basic function, identical powersets. A long time back, Katana and Broadsword had identical attack animations. The only differences in the sets were that Katana did less damage per attack (and cost lest endurance per attack proportionally) but the attacks recharged faster. Then, Katana's animations were revamped to make them unique, and in the process they were sped up. Even though the damage of each attack was left alone, because the DPA was increased (by decreasing the activation/animation times), using its own optimal chain, Katana now does greater damage over time than Broadsword does.

    Edit: The example of Super Strength versus Energy Melee takes this into whole other realms. SS has an immense AoE attack, while Energy Melee has only a very modest AoE. The size and damage scale of Footstomp compared to the more mundane size and modest damage of Whirling Hands means that, once you account for the number of targets SS can hit (and for how hard), the total damage over time of the two powersets lie in different zip codes.

    * The correct time here is the listed activation time for the power plus an adjustment called "Arcanatime", which accounts for "jitter" in the start of an attacks activation and the next subsequent update in the game's internal event processing clock. You can find out more here.
  4. Quote:
    Originally Posted by Wavicle View Post
    No, UG he was right. I was suggesting that they make challenges scale by having the 8-man version have multiple gimmicks, and the 1-man version only, say, 1 gimmick.
    Yeah... I don't really see that being sustainable as a design process, completely ignoring whether they could pull it off at all. I mean, they've design four Incarnate Trials, and they're already re-using gimmicks.
  5. Quote:
    Originally Posted by Tidbit View Post
    I never set trials I form to closed and have had periods where every trial I lose the league star, and periods where I never lose it. My computer is older so I'm usually middle to last to zone.
    Like I said in the rest of the post, open leagues still sometimes scramble which team leader ends up with the league star, but the teams themselves never seem to be internally scrambled the way closed leagues end up.
  6. I could be wrong, but I think the reference to scaling was actually to the specific mechanism in the iTrials that makes things like AVs harder for bigger leagues and easier for smaller ones, which is achieved by scaling their resistances and so forth up and down. I don't want to speak for Eve, but I don't think gimmicks (like nanite patches or Nova Fists) that scaled would be big on their list of hoped for features.
  7. Quote:
    Originally Posted by rsclark View Post
    Doing that runs the risk of reducing replayability.

    You've done the game with Mario, what's the point of redoing the same content with Luigi if the only difference is the color of your hat.
    Are you responding to the right thing? Eve was talking about making it scale with team size, and you seem to be talking about the situational awareness (dodge the blue patch) stuff.

    I'm not sure how making it scale would reduce playability.
  8. If you plan to boost your most expensive IOs, and are worried that you might not keep those IOs in your build, then yes, boosters might not be a wise investment.

    I have used them primarily on common IOs, so that I can turn two level 50s into 100%+ enhancement. That's usually on recharge enhancers in powers like Hasten, Power Boost or Placate, which is usually slotted with no other enhancement type.

    I've boosted a few rare set IOs here and there, but nothing wildly expensive, and nothing I plan to replace unless major changes to the game come along. If future game changes do cause people to want to swap or drop sets, I do expect some interesting angry posts about boosted IOs.
  9. Quote:
    Originally Posted by shaggy5 View Post
    On the wiki link, if I am reading it right, it seems to indicate that you can go up to lvl 55. Can someone confirm one way or the other?
    As others have said, a 50+5 enhancement is not the same thing as a level 55 enhancement.

    This really is an important distinction. If you were to take a level 40 enhancement and make it 40+5, it would not give the same enhancement values as a level 45 IO. It would actually be better.

    (Interesting rule of thumb: it looks like a level X(+5) single aspect IO works out to having the same enhancement value in its one aspect as taking a level X dual-aspect IO and doubling that per-aspect enhancement [or adding the two aspects together, which comes out with the same result]).
  10. Quote:
    Originally Posted by Aggelakis View Post
    EDIT: UberGuy's math is a tiny bit wrong, 42.5*1.25=53, not 53.1...not that it matters very much in the grand scheme of things, but a lot of power gamers depend on every tiny little bit, so it's better to be precise
    I don't know what I did there to end up with that, but I fixed it. Thanks for catching that. (By the way, isn't a level 50 IO 42.4, not 42.5? )

    Edit: It only just now dawned on me that a +5 level 50 has the same enhancement percentages as a Superior enhancement (like a "purple").
  11. I actually run both my instances full screen with the graphics cranked up. Every now and then something wonky happens and one instance has its FPS go to hell in a hand basket, but that seriously happens like once a month.

    I don't really actively play two instances all that often. I do like having the second character using flight, as this makes /follow more reasonable. As long as the terrain isn't too complex though, there's some lag between clients that allows you to do some neat things even with a ground-pounding follower, getting them to angle around corners and such. I find it easy to alt-tab between them if the 2nd one gets stuck.
  12. Quote:
    Originally Posted by Zwillinger View Post
    If that were true my kids would pay FAR more attention to what I say.
    You would look much sillier in hats, though.

    Well, if you were Barney you would look pretty damn silly all the time, so never mind.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Logically, the end game was aimed at players that wanted something substantively more and different than anything the standard game offered at that time. Because if it was aimed at anyone else, it would *be* more standard content.

    *In what ways* it should be different from standard content is a matter of debate, but that it actually *is* different is not. That is the only reason it exists at all.
    I think there's lots of room for interesting (and theoretical) discussion about ways the devs can do that while retaining some of the things that (I think it can be argued) are unique attractions of CoH.

    Now, I do think that any end-game is just plain incompatible with certain things that long held true here, such as the frequent alting. I don't think that's a bad thing or an error on the part of the devs, but rather just a simple observation that any progress "beyond" 50 is going to compete with time spend making new alts. But I think that sort of problem is a bit separate from asking what an end-game should "feel like" given that you've decided to add one.

    Quote:
    Edit: and logically, one should assume that the solo incarnate path, whatever it is, will likely retain that attribute of being substantively different from standard content in non-trivial ways.
    And I'm very interested to see how this "feels". Creating new challenges for small teams or even solo players that is substantively different from prior content doesn't sound like a slam dunk to me. I am cautiously eager.
  14. UberGuy

    Man I screwed up

    Ow. That sucks, dude.
  15. Quote:
    Originally Posted by Robotech_Master View Post
    Which is really annoying for those of us who don't have a fortune in real money to plow into blinging out our characters. :P
    I have said real life money, and I'm not sold on the superiority of attunement. If you split a lot of time both exemplared and at max level then they are going to work out very nicely. If you're like me, and spend most of your time at 50, with only occasional exemplaring, then they're not nearly so attractive.

    Especially when talking about things like LotG:+Rech IOs, you pay less points per enhancer to buy a level 25 and boost it with IO boosters. This gives you the maximum exemplar range with near-level-50 enhancement levels at all times.
  16. Quote:
    Originally Posted by Eva Destruction View Post
    I'm not saying it hasn't existed. I'm just saying that not a large enough portion of the playerbase gladly participates in it to make it the basis of the whole endgame.
    I don't see how you can know that. Perhaps more importantly, how do we know who the endgame was aimed at? Maybe they targeted it specifically at people who play mostly at 50 running repeated content. Note that I am not going to claim that's the best strategy, but you have to admit, nearly any endgame was going to have limited appeal to some seemingly significant parts of our playerbase, such as those who regularly roll new alts.

    Quote:
    Those players who do participate, do so heavily enough to give the impression that this is all anyone does.
    I find it hard (though not impossible) to believe that the devs are that naive in their data mining. I give them the benefit of the doubt on looking at number of unique characters or accounts which do something repeatedly/consistently, as opposed raw totals of times something is done. Doing otherwise would be like counting total web hits versus unique visitors. I find it hard to believe that they would either make something only a tiny part of the player base was showing behavioral support for, or make such a grievous error in identifying patterns indicating such support existed.

    I have zero proof, but I feel that what I have seen people doing in the game over the years lends credence to the idea that the statistical support probably existed. I am basing that off of more than just what my friends do. I live in a number of global channels, and of course read the forums. It's light years from perfect analysis of trends, but I at least think it doesn't clearly contradict my interpretations.
  17. Quote:
    Originally Posted by Selina_H View Post
    It still necessitates spending real money in the Market, unless you're Tier 9 and okay with waiting and spending all future tokens for some months to come on nothing but boosters.
    On a per-enhancement basis, it takes a less points to achieve, especially if you buy a large pack of boosters (which reduces the points you pay per booster). I'm with Ultimus on this one - in general, I feel the non-store enhancements are superior. Folks who like to exemplar a lot are likely to prefer the store-bought ones, and that's fine. I don't think it makes a case for unambiguous superiority, however.
  18. If the leader sets the event to closed, everyone gets scrambled every time, and the fastest zoning character gets the league star. The first few people to zone in will end up on teams together, but then subsequent people end up each on their own team. There is some evidence that if someone ends up loading in after all six league team slots are full like this, they will be kicked from the league.

    Because of this, I never lock leagues any more unless I know they are small enough not to lose people, even if I am trying something I don't want random folks to join, like a private badge run.

    If the leader sets the event to open, the teams are usually preserved, and the scrambling of players into random (and some 1-person) teams never seems to happen. However, which team leader has the league star will still sometimes change. This does not seem to always happen, even if a given team leader zones much faster than the original league leader.
  19. Yes, though you probably shouldn't think of it as level 55.

    It becomes and IO that gives you +25% more enhancement on each of its stats. (Every booster increases the enhancement by +5%.)

    So a level 50 Recharge IO, which normally gives +42.5% recharge boost, becomes a 50+5, and grants +53.0% recharge.
  20. They're also used to make the Tier 4 (Very Rare) component, a Favor of the Well. (This takes 2 Notices and 32 Shards.)

    If you aren't using Shards to make things, a Notice can be broken down into 40 threads, which can be handy. Even though you can only get one per week (per character) I like to save a few of them up over time, since that can be a quick way to get a big burst of threads at a later time if you decide you want to craft something Incarnatey in a hurry.
  21. <vader> Impressive. </vader>
  22. Quote:
    Originally Posted by Eva Destruction View Post
    Just because some people are fine with endless grinding doesn't mean everyone is. Just because some people will follow the herd doesn't mean everyone wants to, if the herd is doing stuff they don't find fun. I don't know what it is that keeps you from understanding these concepts.
    I am not arguing the above points. I never claimed what you are arguing against.

    Quote:
    Your playstyle isn't the default. It's just the one that screams the loudest.
    Let me be clear. I don't claim that "my playstyle", as you call it* is somehow superior or "right". What I claimed, very specifically, is that it has existed all along. Our devs seem to be heavily data driven. I don't think I always agree with the conclusions they draw from their data, but they seem to look for trends in what the players do. I can't prove anything, but I think the "follow the easy path" herd mentality combined with that dev data mining suggest that grinding looked to the devs like something players do in CoH to a sufficient extent that they figured getting us to grind iTrials would work out.

    I am not claiming therefore that it's going to make everyone happy. All I started with was the claim that this probably wasn't some completely radical idea on the part of the devs - past data on pre-existing player behaviors probably helped shape it.

    * You seem to be making the leap that, because I know how to describe then, I subscribe to all these behaviors. I do not. I have never PL'ed any character in the AE (mine or anyone else's), for example. I am willing to grind for rewards in general, but long disliked having only Lambda and BAF to grind for Incarnate stuff, both because it was intensely repetitive and because I like to solo at least some of the time.
  23. Quote:
    Originally Posted by Eva Destruction View Post
    I would really really like to see exactly what percentage of the population really actually farmed Katie, and later the ITF. I'm betting it really wasn't as high as it seemed, and it certainly wasn't "almost everyone." It was more likely the same people farming it over and over, which of course made the farming so visible. I'm not talking about the people who joined a speed Katie here and there, I'm talking about those people who ran Katie multiple times a day.
    OK, sure. Back when speed Katies were going on, I'll concede that IOs were new, and they hadn't caught on to even whatever extent they have now (which I suspect still isn't with a majority of players). What matters isn't how much of the total playerbase ran quick Katies, but what percentage of those who were interested in IOs did. In the context of Incarnates, people who don't care about the incarnate powers, or even playing 50s clearly don't really factor into the question of who is going to farm iTrials, whether there are alternatives or not.

    The simple point I'm making, and which I find your responses to inexplicable, is that grinding for whatever goals people have is nothing new, and became far more explicit with the advent of IOs. Before IOs, we all "ground" for the same reward, pretty much: XP. But IOs opened up a new category of grindy behavior - people who ran repeatable content (TFs and SFs) solely because they offered a new reward. Calls for TF formation in global channels before I9 was infinitesimal compared to calls for them after I9. Why do you think that changed?

    Of course people who didn't care about IOs didn't grind for them, and neither will people who don't care about Incarnate powers grind for those. But Inventions showed the devs that part of their player base was willing to grind content for years to earn ongoing rewards. I'm not being cynical here, but are you really going to try and tell me folks who mostly play 50s and run several TFs a night aren't "grinding" content, just because it's varied? Trust me, I agree in a heartbeat that having variety makes it feel less "grindy" (and want more iTrials for that very reason), but it's still grinding at its core. Who do you think is supplying all that stuff that makes the market such an efficient way to obtain stuff? Why do you suppose the overwhelming majority of supply is at level 50, or other max levels?

    Quote:
    The point is, we do have players who get bored doing the same thing over and over again, no matter how good the reward is, to the point that they'll take a less efficient path to the reward if it means they get to do something different.
    Why are you raising this? I never once have claimed that what I'm talking about covers every player. But when it comes to people who want a given thing, there are always a chunk of hard-core people who make repetition mainstream. The rest is just the result of networking. Don't fall into the trap of a notion that most people hold the extreme views we see represented on the forums - most are far more laid back. Everything I have ever seen tells me most people do what is most convenient to earn progress, and what's usually convenient is to hook up with whatever "everyone else is doing".

    You want a better example? Damn near everyone wants XP. Where did you find vast swaths of players in I14? In the font of infinite XP called the AE, all running one of a tiny handful of missions that only changed when the devs stamped each exploit out (sometimes taking weeks). Was everyone in the AE? Of course not. But the behavior was so pervasive we created a name for people who knew nothing else: "AE babies". People were complaining on the forums about not being able to find non-AE teams. And you really don't believe that lots of people will grind repetitive content till their eyes bleed for reward, even if it's just because it's what everyone else is doing?

    Quote:
    Well yeah, if you're forced to grind anyway, you might as well grind the activity that gives rewards the fastest, thereby minimizing the total amount of grinding you will have to do.
    Is the whole essence of the game grinding, then? If not, what was what happened with the AE all about?
  24. Quote:
    Originally Posted by Eva Destruction View Post
    Nor is it the most efficient path to rewards. Playing the market is.
    Heh. My answer to that is a hearty "whatever". Who cares if it's not most efficient if the alternative gets you much more than what you need to get what you want? I have literally 10s of billions of liquid inf, characters outfitted with rares, purples and PvPIOs, and I don't "play" the market. I get what I get, sell it and buy what I want, or (these days) earn merits, buy stuff that I can sell for maximal income to buy cheaper stuff.

    Unless you mean "use" when you say "play", that's a non-response.

    Edit: More to the point, you post suggests that "speed farmers" were some outlier in the community, this group of people not acting like most everyone else. I hate to tell you, but that's a far cry from the truth. So many people were "speed TF farmers" when Katie was the rage that folks were here on the forums complaining about it, and it showed up strongly enough in the data mining that the devs changed the game, introducing merits to try and normalize reward rates.

    In case you haven't noticed, the bulk of people follow the path of least resistance. I can say with great certainty that most of this game's players do not consider "playing" the Auction House a path of least resistance for themselves. I think enough people use the market for it to be useful, but not many at all master it. But the point really was that if there is a significantly easier path to something, a large chunk if not a majority of players will treat it as the way forward, even if other paths exist. Case in point: people grinding the heck out of BAF when Keyes and the UGT existed. Keyes was made much easier, but the UGT was not, and it's now run several times a night on Justice. What changed? The reward.
  25. Quote:
    Originally Posted by Kitsune9tails View Post
    Is that different from now?
    Yes. I run one of everything daily on as many characters as I reasonably can, (usually 1-2) plus some stuff more if people keep running them (or I get the gumption to form them myself).