UberGuy

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  1. Quote:
    Originally Posted by Zengar View Post
    My problem with such effects (although I've only been hit occasional with such) is that my graphic settings are too high, rather than too low. The warning effects may be tagged with priority, but when all of the burn patches, bubbles, ice slicks, and so on are also drawn I have to look sharp to catch the targeting FX.
    I have this problem, but unlike with Zengar, I have a harder time with the Keyes patch than the Apex ones. I find the Apex visual effect unsubtle. I play with sound, and it also comes with an incredibly distinctive sound. Combining the two, I find Apex patches easy to avoid.

    In contrast, the Keyes patch is visually subtle. It is a "static-y" pale green field that is easily lost in the midst of other effects. There is no sound leading up to it. There is a big red warning, but the problem is that there are lots of big red warnings in the Keyes trial, and it takes a moment to process which one you are seeing. This is in contrast to the blue patches in Apex, for which there is no other sound in the game like their warning noise - you can't mistake it for anything else when you hear it, and know it means to move or look around immediately. Also unlike Apex, the Obliteration patch is much larger, so if you wait until you're looking at it or reading the warning message to realize you need to move, it may be too late.

    Personally, I find the Obliteration effect too frequent. It's on a 20 second timer, and it tends to force everyone away from Anti-Matter. That creates a situation where, in practice, you only get to beat on him for around 10, maybe 15 seconds before everyone needs to worry about scattering again. That's just annoyingly manic, especially when combined with all the other crap he does. Even if it was 30 seconds between beams it would be a significant decrease in how fidgety that fight is.
  2. Quote:
    Originally Posted by Kitsune9tails View Post
    Or add a penalty while it is running; "Berserk" type abilities in many games penalize Defense or the equivalent. Then you make it perma at your own peril.

    A penalty to Recovery while it is running would also be appropriate.

    I'd also like to see a bonus to Recharge and possibly movespeed while the power is running; that would also be thematic.
    No thank you. I'd rather they leave it alone than do this sort of thing to it. I'm not "interested" in improvements to the set that come with some sort of penalty.
  3. Quote:
    Originally Posted by Werner View Post
    I'm not entirely opposed, but I'd personally prefer to do more damage more often, just for a shorter period of time, instead of chasing a perma Build Up build. It also probably makes it easier to balance against Katana if they have the same duration and recharge, even if their effects are different.
    Basically similar to what Calhou is suggesting, they could add a short +damage effect to Build Up. In other words, you get the +100% damage, plus all your BS attacks (and probably only the BS attacks) inflict +X% base damage (Lethal or Smashing, based on some arbitrary concept decision). This bonus damage would only last for say 3-5 seconds, instead of the full ten seconds of Build Up.

    I would recommend that this be kept separate from critical hits. This would mean that if you did critical, your attack would deal the base damage, the critical duplicate of that base damage, and your bonus X% damage, all boosted by Build Up. On that note, I would like for the X% damage to be affected by other damage buffs, so its scale would need to be chosen with the awareness that it always would benefit from Build Up.

    Depending on the X chosen and its duration, this would make Broadsword attacks hit really hard after Build Up, and Build Up would still do all the things it does today, like grant +toHit and make non-primary attack powers hit harder. Overall impact on DPS would be smallish, but increase with global recharge. Since Broadsword has some catching up to do on sustained DPS, I think this could strike a good balance - even low recharge builds get the increased burst damage, but higher ones get to catch up better if X is chosen carefully.

    If that doesn't do enough for sustained DPS, I'd toss in some moderate -RES on one attack that usually finds its way into a BS attack chain.
  4. Quote:
    Originally Posted by Necrotech_Master View Post
    i wait because shards can be gotten through all normal non trial gameplay, the alpha can be earned on trials, but why bother working on alpha running trials when the other 4 slots we have atm require trials and essentially cannot be earned outside unless you do shard to thread conversions.
    This is what I do too. I use Task Forces and Shards from them and other content to create my Alpha Slot. I could create Alpha with iTrials, but I'm already running 50-ish of the four available iTrials (and mostly just BAF and Lambda) to get high tiers in the other four available slots. Even with my obviously high tolerance for repetition, I don't want to have to run the iTrials 25% more than I already do. Using TF completion components and Shards lets make Alpha progress doing something else.
  5. Quote:
    Originally Posted by Wing_Leader View Post
    I'm into this game to meet new challenges with new abilities. I'm not playing this game to have a Groundhog Day-like experience with the content.
    I'm not sure how long you've been around, but for you to achieve this, you aren't going to be able to play it that much.

    There's more than enough content to not see all of it on a single character, provided you don't try to. There's not enough of it to see something new after more than 5-10 characters, depending on how fastidiously you route your character into previously unseen content, or how much you count stuff you did on someone else's team as having "seen" the content.

    By and large, the premise of this game is that each and every character is seeing the same overarching story unfold every time you play one through to 50 (and beyond). There's wiggle room for you to see different sub plots, and there are certainly enough unique things to do to make sure that no two characters does the same combination of content unless they try to. But you're going to eventually see the same content more than a couple of times, unless you stop playing before then.

    A better bet than stopping playing, assuming the goal you and we all want is to keep you here, is to not run the same content repeatedly in a small span of time. Do one thing on one character, something else on another, and eventually, by the time you come back to content you've seen before, you won't have seen it for a while, and it's more like that content is familiar, not that it's burned into your mind.

    The iTrials are, largely, self-perpetuating. The power you gain from them mostly serves to help you perform better in the trials themselves. It certainly works in other contexts - my characters have been able to dramatically increase the difficulty at which they run non-trial content after gaining Incarnate powers. But that's mostly a perk for its own sake.
  6. UberGuy

    Paragonwiki

    Everything seems to be back.
  7. Quote:
    Originally Posted by Wing_Leader View Post
    This raises another question for me. If a character runs through each of the four Incarnate Trials just once, how many (if any) Incarnate abilities can s/he reasonably expect to be able to slot based on component drops and Incarnate xp earned?
    Based on drops, you're probably only going to be able to slot the common version of a couple of slots. You might be able to slot an uncommon version, if you are on leagues that get lots of extra Astral Merits, and convert some of your Astral Merits into Threads. You need three Common components for a Common power. An Uncommon power requires 2 Common components and one Uncommon power, plus a Common power already crafted. A Common component can be crafted with 20 Threads. Each Astral Merit can be converted into 4 Threads, so you need 5 Astrals to make a Common, with no other Threads.

    You do get Threads as drops. Each BAF/Lambda is worth around 5 Threads as drops. They're also worth 5-7 Astrals, depending on what objectives are completed.

    I can't really say well what Keyes is worth, I've only run it around 10 times total (compared to some 600 BAF+Lamdas).

    A successful Underground is worth quite a lot of Astral Merits and probably a lot of Threads. I haven't run my log parser on my UGT logs, so I'm not sure what it averages in Threads, but it's been worth at least 13 Astral Merits to me at least once.

    If you want to run them as little as possible, don't bother with Uncommon versions of the iPowers. They aren't that much better than the Common versions. Just go for Common components and craft the four Common powers. However, know that you need a Rare power to get an Incarnate shift. Lacking any shifts makes all the iTrials much more challenging, especially the UGT.
  8. Quote:
    Originally Posted by MagicFlyingHippy View Post
    Objection! -Resist is not additive, it is multiplicative. Four -15% debuffs does not compound into x1.6 damage, it compounds into x1.749 damage. Four -20% debuffs does not compound into x1.8 damage, it compounds into x2.0736 damage. An 18% proportional difference - were it not for the damage cap, the defender would surpass the corruptor here.
    As others have mentioned, this isn't correct. Resistance debuffs are additive with one another, not multiplicative.
  9. As mentioned, it doesn't have to cost you any inf. If you're patient and/or willing to run a fair number of iTrials, you will get everything you need as drops.

    I have run 10 characters through the iTrials enough to get them to either 3 VR and 1 Rare, or four VR abilities, not including Alpha which I had already gotten to VR status before the iTrials came out. Doing so required around 50 iTrial runs per character. Some were less, some were more. This was without spending Empyreans or down-converting any VR or Rare components. (When I was lucky enough to get spares, I held on to them and used them to make other abilities.)

    If you get unlucky or impatient, and I did a couple of times, the only inf-based cost I was willing to spend on progress was the 25M inf investment to convert four Uncommon components and 100 Threads into a Rare. For most purposes, I don't think the 100M option for a Very Rare is worth it, not at least because it also requires four Rare components
  10. Quote:
    Originally Posted by CaptainMoodswing View Post
    And if you can see the moon, you can't see stars. The light reflected off the moon washes out everything else.
    Er... where do you live? I live in the suburbs relatively near a major metropilitan city (Chicago) and that's not true even here.

    At home I can't make out fine details like the glow of the Milky Way, but I can definitely see individual stars. (And yes, I do mean stars, and not planets like Venus or Mercury.) I can see that stuff if I go out into the boonies away from city lights, though, even on a moonlit night.
  11. Quote:
    Originally Posted by Thirty-Seven View Post
    Deep Space Nine? Isn't that kinda the red-headed step-child of Star Trek shows?
    Of the Star Trek shows, it's the one that felt most compelling to me. I really enjoyed a lot (but not all) TNG's characters, but DS9 was gritty for the TNG-era ST universe. TNG episodes typically had a fairly shiny ending, whereas DS9 endings very typically felt like the characters had, at best, chosen the lesser evil. It always felt to me like the Miami Vice of TNG-era Trek.

    Voyager wasn't all happy and shiny, but I often felt like it was smothering me in political correctness, and not just because of the diversity of the cast. Janeway drove the series with a moral uprightness worthy of an old-school D&D Paladin, and while some of her crew chafed under that, the Paladin-esque approach usually won in the end (as befits it being the will of the captain). Somehow, that cast a pall on the show for me that made me dislike it more than its other flaws.

    And DS9 was totally a ripoff of Babylon 5's concept. I realized it right away when I first saw the series. I feel it was to DS9's credit, though, that despite the conceptual similarities, the characters and feel were different. Both shows were gritty, but they were gritty for different reasons, and outside some basic job descriptions, I don't feel there was a very clear mapping of characters from one show to the other. Odo and Garibaldi for example, had very little in common other than both being security chiefs.
  12. Quote:
    Originally Posted by Dark_Respite View Post
    Do a search on the forums for the Splasher program. It lets you customize what your loading screen/character selection screen/etc is. And I think Zombie Man figured out how to customize the forum screen, but I can't remember offhand.
    Unfortunately, Splasher stopped being update quite a while ago, and would almost certainly need to be updated to correctly modify the new, universal splash screen. In fact, as far as I know Splasher had already stopped working on the older splash screens.
  13. Quote:
    Originally Posted by Prometheus30 View Post
    So A couple of days ago a guy oon the LGTF was playing his DM/Invul he was tough he died once I think so what makes a DM/Invul so survivable and is it worth making one?
    Despite it's comparative vulnerability to Psi damage, Invulnerability is one of the overall sturdiest "armor" powersets in the game. It can achieve very high resistance to lethal/smashing damage, the most pervasive damage types outside the iTrials (and still very common there). It also has decent damage-typed defenses that IOs can raise to very high levels. Finally, Dull Pain is a very strong survival tool no so much because of the heal, but because of the high +HP effect, which even a moderately strong build can make permanent.

    Dark Melee is probably top of the line in terms of attack sets that help you survive. Against many high-end foes, or against lots of foes, this is less about the -toHit in DM's attacks, and more about Siphon Life. This is an attack worthy of being in almost any attack chain, with a significant self heal attached, meaning you get to beat down your foes while healing yourself.

    For any AT that can access both powersets, combining the two make for an extremely durable character. It's not "the best" in other areas that are often deemed important, such as single-target DPS or AoE damage. However, it will have its moments of wonderful carnage, since both powersets have tools that want the character in the middle of lots of foes (Invincibility and Soul Drain).

    Overall, it's a very solid choice for building a character that is hard to kill. It's not so good all around that everyone will choose to play it, but it can be far more than good enough to perform "stupid scrapper tricks".
  14. Quote:
    Originally Posted by Virfortis View Post
    People not paying $15 at least, don't deserve it, but $45 is obscene. It's also not limiting RMT because last I checked player had to be (or could be set to have to be) unsilenced before they can chat. Or wouldn't that require a bit of player input?
    This requires the channel to be set up that way by its (player, volunteer) moderators, who by doing so are signing up to keep on top of unsilencing new joiners. The channels are not set that way by default.
  15. Quote:
    Originally Posted by Kractis_Sky View Post
    Observational bias due to the quick animations of the set being hard on the endurance bar? Seriously, I'm not trying to be snarky, but StJ is rather twitchy and it's easy to get caught up in pumpling such that you run out of end quick.
    This is a common comment with the set. Just as DPA is a key metric in building high-DPS attack chains, high EPA (endurance per activation second) powers chained together will create a high-EPS-burn attack chain. I haven't done the math, but it sounds like the ability to build a chain of fast-activating but still normal DPE cost attacks is facilitating people gleefully brutalizing their blue bars.

    Note that our historically iconic fast-activating Claws has a built-in endurance discount, which makes this less of a problem. One of the ATs with Claws' activation times but without its endurance discount is the Night Widow. Notably, endurance burn complaints about melee Widows are extremely common.

    Now, my explanation above should only come into play once you either have enough attacks to flesh out an attack chain, or have enough recharge to build a tight chain with fewer attacks. If people are badly draining their blue bar despite waiting around for attacks to recharge, the problem is not what I'm theorizing.
  16. I don't have a strong opinion, but I will convey that I think taking a "squishy" on iTrials is fine. Just let more durable characters soak the alpha and/or take aggro, then go to town. The most useful thing you might not have that I would recommend, especially if you go on any Lambda trials, is some sort of stealth. This helps keep nasties off of you when no one else is nearby to take aggro for you.

    FWIW, I have run hundreds (really) of iTrials on Dark Miasma Defenders and Corruptors, and once I get up to two level shifts, I have done things like solo Lambda crates or taken the Alpha on the idle spawns at the start of a BAF. Like you, my characters have high recharge and fairly modest defense (20-25% ranged, mostly negligible to other vectors), so I suspect a Rad Emish character of the sort you describe should be capable of similar things.
  17. Quote:
    Originally Posted by Rajani Isa View Post
    It could very well be that this forum will be set to manual purge only, like Player guides. If so, then I see this as have use.
    I haven't seen a post be purged since we moved to these forums.
  18. Quote:
    Originally Posted by Phillygirl View Post
    You know you can make new tabs without admin in it and just switch to them when you want to avoid admin chat.
    Actually, I'm pretty sure you can't. I have tabs that are devoted to just one channel or type of message, and admin shows up there.

    I notice, because admin chat lights the tabs names up, telling me there's something new on the tab. When it's something that doesn't light up much, like my market messages tab, it stands out.

    Edit: Just to be clear, I don't mind the admins/GMs/whatnot doing this sort of thing as long as they don't go nuts with it. I'm not terribly perturbed that their chat made it look like I bought/sold something by lighting up my "Market" tab.
  19. UberGuy

    Resistance!

    Quote:
    Originally Posted by Obitus View Post
    The real question is, "Does she coach defense, too?"
    I like to think of her as a "defense contractor."
  20. Quote:
    Originally Posted by TwoHeadedBoy View Post
    That's not really the point of this thread, just venting a bit. Really hoping that someone else has experienced this problem and may have found a way to fix the situation.
    Your sale disappearing from the market should not have happened. That's a bug for sure. Send a petition. They should be able to check the logs and refund you. Make sure you can tell them the character, what general timeframe, and preferably what you had sold that you were claiming.
  21. UberGuy

    Resistance!

    So, to try and wildly oversimplify what Arcanaville is saying, some of the defense/resistance treatment imbalance is due to an honest-to-goodness asymmetry in how they are implemented (despite there being some mathematical symmetry in what they do in limited comparisons), and some of it is due to what the devs have done with the tools the mechanical asymmetry offered them in the defense space.
  22. Quote:
    Originally Posted by ClawsandEffect View Post
    They are blocked because if they were not, it is guaranteed that someone would violate the trademark almost immediately. Wolverine in particular is an extremely popular character. I've lost count of the number of "Wolverines" I've seen in the game, using various means of getting around the blocked name.
    At CoH pre-release, Paragon was practically "City of Wolverine", at least on Justice. Unique sightings of him were a daily occurrence. There were other trademarked characters cloned, but with Claws/Regen a valid powerset combination, and there being a lot of more subtle ways to recreate him than those for, say, Superman or The Hulk, they tended to persist longer in the face of GM's searching for TM violations.

    One of my favorite Wolvie clones was one in plain clothes named "Bub". I found it wonderfully subtle.
  23. I despise the door penalty. I have always hated this mechanic. I have encountered it in other games before. They were FPS games, and I ended up not playing them because it was a central mechanic of the game. I played team combat games where you were allowed back into the action immediately, and they didn't suffer any undue balance issues because of it.

    It sounds from ZM's history on the matter that this was probably designed heavily around the BAF's map structure. The BAF hospital is right there, within a super-powered hop/skip/jump from the furthest possible combat zone. Designing in a penalty also has relevance to outdoor phases of the Lambda trial, which also allows fairly immediate return to combat.

    Beyond that, I think someone among the devs had a pointy stick somewhere dirty that they felt an additional defeat penalty is necessary than the loss of time spent in the action. Traveling back into the depths of Lambda's collection phase is plenty of time penalty. Even with the hospital teleporter system in the UGT, if your league has moved deeper into the current map section you have to run through the map to catch up to them, and in some sections, that's not a trivial amount of running around.

    Lets not forget that these trials are possibly the deadliest CoH/V content ever made with the possible exception of the AV fights in the RSF and STF. They are radically deadly by design, where the AV fights are replete with unresistable damage, multi-hundred mag mezzes, and effects that remove fixed percentages of your health in steps designed specifically to kill you if you don't get healed. The non-AV content is overloaded with boss and EB rank critters, mostly picked from some of the most dangerous critter factions yet presented to us - critters who are well stocked with "exotic" damage types, uncommonly resisted mez effects, and various dangerous debuffs. In short, it's meant to kill you fast and frequently unless you're buffed to the gills and paying attention.

    I'm not afraid of these challenges. I don't dislike them. I'm usually buffed to the gills, and I usually pay attention. I've seen, though, what they can do to some people's characters. The challenge level of the iTrials can mean those people spend a lot of time in the hospital. If I end up on a league of too many of these people, I can spend a lot of time in the hospital too - having a lot of experience and a tricked out character only means so much if the league keeps dying, leaving you alone facing something meant for 10+ people. Spending time traveling back to a fight is not particularly exciting. Spending additional time just waiting to leave the hospital before even getting to travel back is just plain frustrating.

    I'm glad they didn't implement the other ideas they had for how to do this, because they sound spectacularly awful. That doesn't mean that I have to like what they did give us.
  24. Quote:
    Originally Posted by RaikenX View Post
    Finally, we were granted T5's for travel pools, and fly got Afterburner. A boost to flight speed that goes BEYOND the normal cap.
    Personally, this simply annoyed me. After all these years of "we can't make Fly go faster because the cap is based on a server/tech limitation", we get something that isn't fly, but transcends that cap. Ditto with the Rocket Board. If the limitations that enforced the old cap were lessened, I just want fly to be able to be slotted up above it's current (lower) cap.