Ultimo_

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  1. I have always had weird streaks of bad luck like that. My friends will tell you of bizarre Car Wars accidents where my cars would crash, flip and explode from doing the easiest possible manuevers due to extraordinarily unlucky dice rolls. Once in a session of D&D, I rolled 21 consecutive natural 20s on a d20. In LotRO, I made 250 consecutive silver rings with no critical successes despite a 65% chance of getting one on each attempt. I'll never understand why it is, but my luck does run strangely sometimes.

    That said, I figured it was a matter of luck. I'm gathering the accuracy is normal despite my experience. Not a problem, I'm sure the worm will turn.

    Actually, I usually do run with Herostats running, and it is often enlightening.
  2. A fair point, but I'm ok with having trouble with specific foes. Not too terribly many have Psi resistance, and it can still be overcome.

    I've never bee a fan of Hasten, but I'll certainly consider it.

    I should also mention, I started him in Praetoria since I haven't got any characters there.
  3. Well, I've not played a Dominator extensively, so I'm looking for some advice and commentary from those more experienced with the AT than me.

    The idea of the character is to make a pure telepath. To this end, he's Mind Control/Psionic Blast. This also means leaving out Levitate, Telekinesis and other non-telepathic abilities.

    My question is, what do you think of the planned build? What would you do differently, given the concept? How do you think he'll play?

    One note, I set aside a few slots for Stamina and Health. They're in Brawl and Sprint, but they're meant for Fitness. Here's the build:

    Villain Plan by Mids' Villain Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Psychologue: Level 50 Natural Dominator
    Primary Power Set: Mind Control
    Secondary Power Set: Psionic Assault
    Power Pool: Leadership
    Power Pool: Concealment
    Ancillary Pool: Psionic Mastery

    Villain Profile:
    Level 1: Mesmerize -- EndRdx(A), Acc(42), Dmg(42), Sleep(43), Sleep(43), Sleep(43)
    Level 1: Psionic Dart -- EndRdx(A), Acc(37), Dmg(40), Dmg(40), Dmg(42)
    Level 2: Dominate -- EndRdx(A), Acc(3), Dmg(3), Hold(5), Hold(37), Hold(45)
    Level 4: Mind Probe -- EndRdx(A), Acc(5)
    Level 6: Confuse -- EndRdx(A), Acc(7), Conf(7), Conf(34), Conf(37)
    Level 8: Mass Hypnosis -- EndRdx(A), Acc(9), Sleep(9), Sleep(15), Sleep(15)
    Level 10: Mental Blast -- EndRdx(A), Acc(11), Dmg(11), Dmg(13), Dmg(13)
    Level 12: Assault -- EndRdx(A)
    Level 14: Grant Invisibility -- DefBuff(A)
    Level 16: Psychic Scream -- EndRdx(A), Acc(17), Dmg(17), Dmg(25), Dmg(25)
    Level 18: Total Domination -- EndRdx(A), Acc(19), Hold(19), Hold(21), Hold(21)
    Level 20: Invisibility -- DefBuff(A)
    Level 22: Drain Psyche -- Acc(A), EndMod(23), EndMod(23), EndMod(45)
    Level 24: Tactics -- EndRdx(A)
    Level 26: Terrify -- EndRdx(A), Acc(27), Dmg(27), Dmg(31), Dmg(34)
    Level 28: Subdue -- EndRdx(A), Acc(29), Dmg(29), Dmg(31), Dmg(31)
    Level 30: Maneuvers -- EndRdx(A)
    Level 32: Mass Confusion -- EndRdx(A), Acc(33), Conf(33), Conf(33), Conf(34)
    Level 35: Psionic Lance -- Acc(A), Dmg(36), Dmg(36), Dmg(36)
    Level 38: Psychic Shockwave -- EndRdx(A), Acc(39), Dmg(39), Dmg(39), Dmg(40)
    Level 41: Indomitable Will -- RechRdx(A)
    Level 44: World of Confusion -- EndRdx(A), Acc(45)
    Level 47: Mind Over Body -- EndRdx(A), ResDam(48), ResDam(48), ResDam(48)
    Level 49: Link Minds -- DefBuff(A), DefBuff(50), DefBuff(50)
    ------------
    Level 1: Brawl -- Empty(A), Empty(46), Empty(46)
    Level 1: Sprint -- Empty(A), Empty(46), Empty(50)
    Level 2: Rest -- Empty(A)
    Level 1: Domination
    Level 4: Ninja Run



    I've been finding him rather suprisingly fragile through to L10. His powers have astonishingly bad accuracy (his Psionic Dart literally didn't hit a target until L8, and he regularly chains together streaks of 8-9 misses followed by one or two hits, then another chain of misses...). Is this normal for Dominators? Are their attacks inherently inaccurate or is it just bad luck? In any case, with his holds constantly missing, even small spawns of 3-4 even minions are chewing him up.

    Anyway, any advice or thoughts would be welcome.
  4. Hm, looks interesting. Can't say I'm crazy about the costume, though.
  5. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by Bill Z Bubba View Post
    From first post:


    Liar.
    The passage you quote was explanatory. It provided the reason for the opinion the thread was started to express, it was not itself the reason for the thread.

    If your sole contribution to the thread is going to be to make insults, I'll ask you not to post. Further namecalling will be reported.


    That said, this thread has devolved, as usual, into arguing about arguing. As such I wash my hands of it, it serves no further purpose.

    To conclude, I'll say this:
    I don't like the Fitness Pool being made inherent. I don't believe it adequately addresses what I percieve as problems with the game. I believe it adds NEW problems, including forcing powers on people that they might not want and leaves us with more powers and no new slots to put in them.

    I would rather have seen the pool reorganized so Stamina was available at L6, or Stamina ALONE made inherent, and something new put into the Fitness Pool at L20.
  6. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by SinisterDirge View Post
    Oh Ultimo_...

    Welcome back to the boards. Why didn't you use the form letter I put together for you in your last thread about endurance for your first post?
    Perhaps because my first post was about the Fitness Pool, and not endurance in general?
  7. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by MajorPrankster View Post
    I completely understand you.

    You, it seems, do not know what the word sufficient actually means.

    If you NEVER need endurance, how is that not sufficient? Your opinion does not change the meaning of words, or perhaps it does in your mind...
    There is no way to make powers use NO endurance. There is no way to NEVER need endurance. Either way, I've never suggested that would be appropriate. Straw Man fails.
  8. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by MajorPrankster View Post
    So if someone shows a you a build that will never run out of endurance, that is not sufficient to you? You have been shown builds that can do that, I have seen them in the same threads.

    Do you even read what you type, Ultimo_?
    Do YOU read what I type? I said a personal value judgement can't be argued because it's PERSONAL. You may think the builds I've been shown can sufficiently mitigate endurance issues. That's YOUR assessment. YOUR value judgement. Mine is different.
  9. Ultimo_

    Inherent Fitness

    My dislike is predicated on my personal assessment of what I think is appropriate. I've said that I don't think that endurance issues can be sufficiently mitigated. Telling me it can doesn't invalidate my opinion. It's an assessment unique to ME (and likely others, considering the issue has come up many times over the years).

    YOUR opinion may differ. YOU may think there are ways to mitigate it sufficiently. You can even show me multiple methods of doing that. However, what's sufficient is a personal value judgement, and can't be proven one way or the other.
  10. Ultimo_

    Inherent Fitness

    If I say I don't like the way they are implementing the change to Fitness, no amount of disagreement will make it untrue that I don't like the change.
  11. Ultimo_

    Inherent Fitness

    I never suggested you couldn't disagree with my opinion. You're very welcome to do so. It's not going to make my opinion any less valid.
  12. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by HelinCarnate View Post
    So you argued it for a while, then when others came in and pointed out the flaws you considered the arguement pointless. Was this because you were wrong or because you think Arcanville does not know what she is talking about and others will no longer listen to "reason"? Just curious.
    No, I wasn't arguing. As I said when I started the thread, I was only expressing my opinion, I don't have to argue anything. Arguing over an opinion is pointless. The opinion itself isn't.

    I have tremendous respect for Arcanaville's abilities and knowledge. However, she isn't the Oracle of Delphi, and I'm still allowed to disagree. She thinks the Hero system couldn't be adapted to a video game (if I understood correctly). I think it could. It would take a lot of work, to be sure, but I don't see it necessarily being impossible.
  13. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by Aura_Familia View Post
    I noticed that Ultimo is no longer posting after a certain few posters soundly gave his idea that the HERO system would work in this game, or ANY mmo for that matter, a good whacking.

    I find it funny that when people like Arcanville and ClawsandEffect come in with logic these type of threads usually DIE.

    Interesting . . .

    There was no point in arguing. I have my opinion, they have theirs.

    What mystique I must have that you have to imply some kind of e-smackdown when I choose not to argue a pointless argument.
  14. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by ClawsandEffect View Post
    Okay, lets normalize endurance costs based on how much damage a power does. It'd be perfectly balanced out of the box, right?

    WRONG.

    There are 2 ways you could do it, and they would BOTH break things horribly. You can't do it just for defenders, because everyone else would complain (and rightly so), so you'd have to do it across ALL ATs.

    You could ignore buffs completely and base the endurance cost off each ATs damage scale. So, you'd have defenders getting a buff, while blasters and scrappers would get penalized. A Defender would use 45% less endurance, while a scrapper or blaster would use 12.5% MORE.

    That seems fair on the surface, until you look at brutes. If damage buffs are ignored altogether, that means Fury would not be factored into a brute's end costs. Brutes have a .75 damage scale. So you would have an AT that deals similar or better damage than a scrapper, while using 37.5% LESS endurance.

    On the flip side, if you factored in all damage buffs to the final end cost of the power (aside from the amount of extra CPU cycles it would take to determine how much end it costs when you cast it), suddenly Fulcrum Shift becomes a griefing tool.

    You would have to have ALL damage buffs affect it, or NONE. That means that when you enhance a power's damage, you are increasing the end cost as well. If you have 100% damage enhancement and only 40% end reduction in a power that power is using 60% more endurance than it was before.

    Looking at the effect of a Fulcrum Shift. Say a brute's Foot Stomp costs 20 endurance at base value. The brute's damage scale would reduce that to 15 endurance, which would then be increased by whatever damage enhancement is in the power, PLUS any other buffs you're receiving (double-stacked Rage would add another 160%!) So, with JUST the enhancement of the power combined with Rage you have a power that is using close to 60 endurance per cast. If a kin comes along and pushes you up to 600% damage buff, your Foot Stomp is going to cost you 90 endurance to cast.

    That's what would happen if they started basing end costs on how much damage is done, and is probably exactly WHY it isn't done that way.

    End cost is based on the power itself. Damage scales are what affects how much damage various ATs deal with it. It shouldn't be screwed with because the alternative is much much worse.
    Getting ready for class, so I'm afraid I'll have to be brief. Rebalancing endurance would indeed be a big task. I've never said otherwise. If you're going to adjust it for damage, you have to adjust it for everything so it's fair across the board.

    I'm an old Champions (p&p) player. All the powers were built on points, and the active cost of the power (its cost after advantages were added) determined the endurance use. Thus, if I had a power worth 60 points, it used 6 endurance, regardless of whether it was 12d6 or 6d6 with lots of advantages, or a defensive power like a force field.


    Quote:
    Originally Posted by Bill Z Bubba View Post
    Oh look, yet another thread where Ultimo whines about the AT damage modifiers.

    I wonder why the mods haven't locked/deleted the thread in order to follow their own rule:
    I wasn't lobbying for anything. I started a thread to say I don't care for the changes to Fitness. Others brought up my "crusades" to balance things, and it became the topic of discussion.


    Quote:
    Originally Posted by Winterminal View Post
    *snipped for specificity's sake*

    At this point the thread has gotten to the point where people are just responding to the first few posts. The above is from the top of page 5.

    We have established:
    1. That the majority of players are, at the very least, okay with the Fitness pool becoming inherent.
    2. That the majority of players do not wish to see any other action taken towards Endurance/Recharge/Damage/etc., citing many worthy "if it ain't broke, don't fix it" scenarios.
    3. That the majority of players disagree that endurance is unmanageable.
    4. That Ultimo_ (having said so himself) is of a minority of players who wish that the game had a slightly different design.

    I propose that we either push the thread direction towards possible solutions/options that could make the game more appealing to players of Ultimo_'s opinion, or (perhaps the better option) we let the thread drop. Clearly, what needed to be said has been said, and at this point we are either talking in circles or taking unnecessary shots at someone who has conceded in his argument.
    What you said. Unfortunately, many prefer to take shots at me instead of actually trying to be constructive. Like you, I'd rather discuss ways to improve things, but I suspect that's a vain hope. I suppose I'll have to let it drop, as usual.
  15. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by ClawsandEffect View Post
    Seems like you think you're a lot more important than you really are. In reality, you probably had little or nothing to do with those changes. I can guarantee the devs did NOT say "Hey, Ultimo_ wants this done, we should get cracking on it". You weren't the first person to suggest any of those things, but in many cases you were the least reasonable.
    I never said I was responsible for any of those things. I said I was reviled for bringing them up, told I was wrong and that none of those things were needed or possible. Obviously, I wasn't wrong.

    Quote:
    In the case of Defender vs. Blaster endurance usage. On a team a defender's DPE actually improves, because they get an endurance discount on teams. When solo they get a 30% damage boost, which closes the gap considerably.
    Yep, but that's new. It's one of those things I was told wasn't needed, yet the devs seem to have agreed that it was.

    Quote:
    Endurance is used as a means to ensure that characters cannot become so powerful that the game would need to be made more difficult to compensate. Recharge and damage scales are the other means of doing that.

    If you were to remove recharge, you would see Super Strength characters using nothing but Foot Stomp because there would be nothing preventing them from doing so. If everything had the same damage scale, tanks and defenders would become by far the most powerful characters in the game, making just about everything else obsolete. If a defender did the same damage as a blaster, what is the incentive to play a blaster? IF tanks, brutes, scrappers and stalkers all did exactly the same damage, why would anyone choose to play anything but the toughest of them (tanks)?
    I didn't suggest removing recharge or changing the damage scale. I suggested evening out the endurance scale.

    Quote:
    If no one ever had to worry about endurance, only the highest damaging powersets would ever be chosen. Claws deals less damage than other melee sets because it uses less endurance. If you remove endurance, you remove one of the advantages Claws has, and few people would play it. If you were to then remove recharge, even fewer people would play it because it's other advantage of lower recharge times would disappear. If you then normalized the damage of everything in the game, well, people would most likely stop playing scrappers and brutes altogether.

    Endurance exists as a balancing point to keep the higher damaging sets from becoming too powerful. The harder a set hits, the more endurance it will consume.
    The problem is that this isn't true. Harder hitting sets use the SAME endurance as weaker sets. The Blaster set is identical to the Defender set, but hits harder without using more endurance.

    Quote:
    That is working exactly as it is intended to. You are given the option of lower endurance usage, which is balanced by lower damage output. Defenders use the same amount of endurance as blasters and corruptors and are compensated by more potent secondary effects than either one. A Sonic defender will reduce a targets resistance more than a blaster or corruptor will. You want them to use less endurance because they deal less damage? Remove that secondary effect advantage while you're at it.
    As I said, debuffing the enemy doesn't defeat them, damage does. Now, debuffing their resistance will help defeat them, but not all sets do that.

    Quote:
    You clearly see things differently than me. In MY opinion, a game in which everything is exactly the same except for cosmetic differences is a boring game. If everything were identical you might as well remove ATs completely and just let people make their tankmages.

    You're also completely ignoring the fact that what you're asking for here would require the game to be redesigned from the ground up to compensate for the fact that endurance is no longer a balancing point between various powersets.
    I'm not asking for anything, really. I'm saying I'd have preferred a different approach.
  16. Quote:
    Originally Posted by Samuel_Tow View Post
    Vampire: The Masquerade - Bloodlines is the one game which utterly confounds me, personally. Not because I can't follow its plot, however, but because I never understood why it's so popular. Then again, I really couldn't stomach the endless brown and the crappy controls long enough to see much of its storyline, so I assume that's where the fascination comes from. Good game with a crappy story is much easier to stomach than a crappy game with good story, I suppose.

    What confounds me more, however, is I never, ever hear anything about Vampire: The Masquerade - Redemption, which I feel was a far superior game. Sure, it wasn't a very GOOD game, as it was a heavily dumbed-down click-n-kill RPG, but its story, I feel, was pretty immersive, in the way Christoff went about his whole transformation into a vampire and his quest to free his love of all of one chance meeting. I never really understood what Vampire: The Masquerade actually is (either a series of books or a pen and paper RPG), but Redemption balanced gameplay and story much better, in my opinion. And it started off with a bit more class than dumping you in the middle of a ghetto.



    See, this I will agree with. If the actual POINT of the game is to figure out a mystery based on things you learn and hear, then I agree with story elements being scattered about the world for the player to go out and look for. However, in this case I don't think we can class them as extraneous, because they are actually part of the specific storyline. Whether the game leads you on a linear path through said story elements or plops you down in a time and orders you to go find those story elements, they're still within the self-contained story.

    The best example of this is probably the CSI games. In those, you don't really have a plotline to follow as such, you more have a collection of clues and your task, more than anything else, is to find all the clues and put them together. The point of those games is to know everything there is to know, because eventually, that'll tell you the identity of the murderer, and usually his motivation and methodology, as well.
    For me, at least, there are several things about Bloodlines that make it great. To begin with, it's got wonderful atmosphere. The voice acting is great with few exceptions, and the setting is very gritty and immersive (the graphics even still hold up pretty well). In addition, it has wonderful roleplaying options. I can try to interact with people by persuasion, intimidation or seduction, and how I treat people has an actual effect on things. There are actual choices to be made, and missions I can ignore or miss without ruining the game. It's amazingly deep. Another thing I like is no combat levels. I've never liked that, skill systems like Bloodlines has are much more realistic.

    Redemption had some wonderful points to it too, but it wasn't as engaging to me because I couldn't make my OWN character, and it became all about combat (and rather repetetive combat, at that).

    The Masqerade RPG appeals to people who enjoy that little bit of angst and the gothic horror theme. I'd love to see an MMO based on it, frankly, but I've lost nearly all faith in game designers lately.


    Backstory and lore should be in the game. Most of it should be completely extraneous, but it SHOULD be there to facilitate stories and situations when it will be valuable.
  17. I personally like lots of stuff like that. That kind of thing is what made Vampire: Bloodlines so good. Remember the Malkavian Primogen's house?

    However, I also recognize that these things should be for colour and depth. They should be there for the people who like that sort of thing, but you should also be able to ignore them if you prefer.

    The only time I'd say they should be there is if you're trying to solve a mystery or something. If you never have to deal with red herrings or sort through information, there's not much of a mystery. Of course, CoH doesn't do this at all, but in principle this is how I think it should be.
  18. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by Winterminal View Post
    Okay, so from what I've seen, in Ultimo_'s opinion:
    • Endurance management is not an impossible problem, but merely a large concern for many players. And there are solutions (some of which he and others have mentioned) for making it less of a concern, so that players don't have to worry about their blue bar.

    (If I am wrong, feel free to point it out.)

    Endurance is manageable. Everyone here has made that clear. It seems that Ultimo_ believes that the game could benefit from a different design, where the player could spend less time worrying about endurance and/or waiting for powers to recharge, and more time taking down enemies or taking care of teammates. (Ultimo_, if I am putting incorrect words in your mouth, I apologize, and feel free to correct me.) I'd bet money that "living the action of the hero universe" is what draws the majority of the current player base to continuously renew subscriptions.

    All of that having been said, a re-design is highly improbable. But it seems to me that the Devs are doing all in their power to make this idea more of a reality. Examples:
    • IO sets that not only offer enhancements that enhance multiple aspects of a power, but global set bonuses.
    • IO enhancements that offer bonuses towards these very concerns (such as Luck of the Gambler +7.5% recharge, or Numina's Convalescence +Regen, +Recovery)
    • And now, Stamina available to slot at the earliest level that we get slots (3), making even the lower levels easier to continuously play through
    Now, as to why all of this wasn't done in the first place? Who knows? We all could go on for ages postulating why the Devs chose to design the game this specific way. Hell, someone who has been around longer than I have may know. All I am trying to say is:

    Isn't this thread kind of a moot point? We've started discussing a whole bunch of different things, when the original post was more in regards to existing game mechanics, and how some would prefer they were different. If we were staying strictly on topic, we would be arguing game mechanics which, again, would be moot.
    Very well said. Indeed, you captured what I've been saying perfectly.

    You're also right, the thread is somewhat pointless, all I wanted to do was say I wasn't crazy about how they decided to address some of the problems with endurance management. I've done that, so I think I'll take the high road and avoid any further mud-slinging.
  19. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by Schismatrix View Post
    Only the old fashioned clocks with mechanical displays. Most other types of clocks show no time at all when broken and are are never right when broken.

    Still, i do get where you're coming from with that somewhat archaic analogy.

    Ultimo_ gets flamed at least as much because he frequently exaggerates, lies and distorts when attempting to support his positions even when there is some validity to his complaints. Although it does almost seem as though he's actually posting from a parallel reality when he's presented some of his "facts" in the past, so sincerely he seems to believe them. Though the odd thing has been that when his assertions have been tested and disproven in game he's then backpedaled and attempted to claim he posted something other than what the record clearly showed. Maybe his parallel reality is more of a quantum shadow that is collapsed into congruency with ours when closely observed? The implications if this is true would be fascinating.
    I will say I have a tendency to exaggerate sometimes, and I have been wrong on occasion. However, I never lie or deliberately present false information.
  20. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by Emberly View Post
    Is this hypothetical defender not using his primary, or what? You know, that entire powerset that does that fancy buff/debuff thing? Combat in this game is not as simple as "burn end, emit damage, win." Even you know that.

    on preview: Are you really suggesting that your "crusades" are why the game experienced some changes? Do you think the devs look at your posts specifically as a barometer for balance issues?
    No, I'm not saying my "crusades" were responsible for the changes, I'm saying that I was obviously not as wrong as some suggest.

    The Blaster has a secondary set, too. Both ATs use both sets and the Defender still suffers the endurance problems I described. The same is true for Tankers, though to somewhat less of a degree. In the end, the game does boil down to damage output since that's the only way to defeat your enemies. I can debuff a foe all day and night and it will never defeat him. I can have Temporary Invulnerability running forever, and it will never defeat a foe. Only damage will do that, and some ATs are disadvantaged as I've described.


    Quote:
    Originally Posted by Jetpack View Post
    If you were flamed, I suspect it was due to the way you wanted it done. I find it hard to imagine people not wanting to be able to customize powers or weapons.
    I was flamed, as others were, with the adminishment that customization and the like would never happen, the devs wouldn't waste resources on it and so forth. Not the usual vilification, but flaming all the same.


    Quote:
    Originally Posted by Sharker_Quint View Post
    i would like to ask everyone to post their best facepalm to this post i have quoted. maybe if we post enough of them, ultimo will maybe get it in his head that he is doing something wrong and should take the advice that people are trying ti give him.
    I didn't realize a facepalm was adequate argument for something.


    Quote:
    Originally Posted by Red Valkyrja View Post
    Let me see if I understand this. Are you comparing a Defender's Secondary Power to a Blaster's Primary Power? And pointing out their disparity?
    Yes, because the disparity isn't in output, it's in performance and efficiency. Further, because it's the damage set, it's the most fundamental set for each class (as mentioned, damage is the only way to defeat foes).


    Quote:
    Originally Posted by Panzerwaffen View Post
    Yes, despite several threads, hundreds of posts, and some thread locks, Ultimo still cannot grasp the most basic game concept that a Defender's primary role is team support and a Blaster's is damage.

    And despite another lengthy thread (that also resulted in a lock), he still insists that endurance use is unmanageable, despite dozens of posters giving him examples of ways to deal with it, even on builds that skip Stamina entirely.

    I'm sure this thread is destined to be locked as well...
    You're saying Defenders have no need to do damage?
    I didn't say endurance was unmanageable. I didn't say it there, and I didn't say it here. I said the game should be about fighting villans, not managing endurance. Endurance concerns are excessive.


    Quote:
    Originally Posted by HelinCarnate View Post
    Even a broken clock is right twice a day.
    Interesting, I counted 7 times (and more).
    People just can't admit that things I bring up are actually things that need looking at. If I was wrong, why did the devs address ALL those things, hm?


    Quote:
    Originally Posted by Sharker_Quint View Post
    yeah, i'm sure it was because you suggested these things... get your head out of your...

    defenders got a boost because the devs saw fit for solo and on groups of no more then 4 people. after 4 there is no more bonus.

    you can also drop tips in missions. that was part of GR, not cause you suggested it.

    invuln was changed because castle said so, not because you suggested it.

    both types of customization were wanted by the devs before any suggestions and they just didn't have the man power to do so. we were never told we would not get it. you had nothing to do with it.

    day jobs were brought about for something extra to do. not because you suggested it.

    the rep was removed from the forums because it was abused. well, i guess the abusee had something to do with it in this case, but not because you suggested it.

    i could keep going and going, but my fingers would get tired.
    As I said, I'm not taking credit for the changes, but obviously I was right about them or they wouldn't have happened.

    I said Defenders needed a boost and was told I was wrong. Who will be first to tell the devs they were wrong too?

    I suggested something similar to tips years ago, long before GR.

    When I (and Johhny_Butane) said Invulnerability needed a tweak and suggested changes to the autopowers, we were attacked and laughed at. You want to start laughing at Castle for having the same opinion we did?

    The customization thing came up for years and we recieved a variety of responses from the devs. From the community we recieved hostility and antagonism for daring to discuss the idea again. Again, I'm not taking credit, I'm pointing out the hostility I dealt with despite being RIGHT AGAIN.

    Day Jobs were a response to many requests for Secret IDs. When some of us asked for Secret IDs were attacked and told this isn't City of Sims. Of course, Day Jobs are not quite what we were after, but it shows again that we weren't far off base.

    I said, repeatedly, that rep and tags would be abused. Once again I was right.

    I could keep going too, but I see no point.
  21. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by Schismatrix View Post
    And yes, my opinion of your opinions is colored by your past assertions and threads where your supporting evidence involved scenarios that simply were not possible in this game being offered as proof of your correctness. So i tend to distrust any of your assertions on their face. Past behavior is generally a good barometer of present and future behavior unless something suggests that there's been a change. And in the past some of your assertions about endurance use have been so far from correct that they weren't even wrong.

    i also agreed during your last crusade to have the game remade in your image of it that Defenders could use slightly better DPE, especially solo, as have many others, and that has been increased, but really it seems more like you simply don't want endurance to function as a limiting and balancing mechanism in the game at all. On that point i disagree.
    It's funny, you know. If my "past crusades" were so off target, why did so many of them result in changes and additions to the game?

    I said Defenders needed help with damage output (and was vigorously flamed for saying so).
    Defenders recieved a boost to damage output.

    I suggested street sweeping should generate missions (there was little resistance to this idea)
    We now have Tip missions.

    I (and others) argued Invulnerability needed a revamp (and was vigorously flamed for saying so).
    They modified the Invulnerability autopowers.

    I (and others) suggested allowing weapon customization (and was vigorously flamed for doing so).
    We got weapon customization.

    I (and others) suggested power customization (and was vigorously flamed for doing so).
    We got new animations and colour customization.

    I suggested Secret IDs (and was vigorously flamed for doing so).
    We got Day Jobs (not quite what I was after).

    I suggested getting rid of the Rep system on the Forums (and was vigorously flamed for doing so).
    It's gone.

    I could go on.


    Of course, some things I've suggested haven't appeared yet, but one never knows.
  22. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by William_Valence View Post
    First, powers are indeed balanced for endurance use. For damage dealing powers the rate is iirc 5.2x the damage scalar of the power.

    Defenders will do less damage yet use the same endurance, because endurance and endurance cost work together to act as a limit to the volume or amount of effect that can be used before needing to stop and take a break.

    This is similar to the idea of recharge, which is a limit to the frequency of use that a power has.

    It is an added nuance to the game intended to be either a limiter or an advantage for a powerset. One powerset might be able to do more damage with its attack, but that attack can only be used a specific number of times before needing to stop, and only at a given frequency. Due to having a multitude of attacks, these attacks can be chained together one after another. This would be a way to get around effect per action limits if you only had recharge to worry about, as you would simply fill the frequency gap with a different action that accomplishes the same goal. This doesn't become an issue, though, because we also have endurance. You are still limited to the ammout of effect available consecutively, allowing a standardization that creates the opportunity for balance. Customization in the form of enhancements allow these expected values to be modified slightly allowing for a player to compensate for playstyle, weaknesses or both.

    An energy blast defender will be able to perform the same number of actions as and equitably built nrg/ blaster. In order to keep the ATs unique and prevent one AT from being truly better than another, when it should simply offer a different playstyle, each AT is given modifiers that changes the potency of the various effects of an action.

    In the energy blast example, a blaster is better at dealing damage with it's ammount of actions due to a higher damage modifier, whereas a defender has better secondary effects with it's number of actions, due to the higher buff/debuff modifiers. While you may not like which AT is better at what, this is cross AT balance, each has their own strengths and weaknesses relevent to the number and frequency of actions available. With customization available that can focus on either the specific effects themselves, allowing for more of the effect in the same number of action; or a larger number of actions with the same value of effects.
    I don't agree that powers are balanced. All characters are expected to overcome the same challenges, but some ATs and power sets are at a disadvantage when doing so. To continue the example of Defenders vs Blasters, that the Defender does roughly half the damage of the Blaster means he has to attack twice as often to defeat the same foe. That means he uses twice the endurance. If a Blaster uses his whole endurance bar defeating three minions (for instance), the Defender will defeat ONE and be out of endurance before defeating the second. The discrepancy exists between power sets, too, though it's far less pronounced.

    Now, I realize that some sets are expected to do less damage because they have additional effects (such as the accuracy debuff of Dark powers), but that's fine as long as the difference isn't overly extreme. Damage is, after all, the only metric that matters in the final analysis since it's the only way to defeat the enemy.



    Quote:
    This is because inherent Fitness is not intended to solve the issue you have presented. Mostly due to the presented issue not being anything that has been proven as being a problem. Therefore no method is needed for dealing with it.
    I'll readily admit, I haven't proven there's a problem, I've only percieved it. However, I think comparing damage/endurance levels of the ATs shows there's a discrepancy. Personally, I think the discrepancy is a problem. Others may disagree.


    Quote:
    It has been demonstrated multiple times that there are sufficient resources to dealing with endurance issues at those higher levels. Due to the claim being made, I would ask now for you to please provide examples and demonstrations of those resources being ineffectual.
    There are many ways of dealing with endurance issues in the game, that's true. However, it's my opinion that these methods are insufficient. We should be fighting the enemy, not a game mechanic, if you see what I mean.

    You ask for an example, so I refer you back to the Blaster/Defender. If they both slot their attacks the same way, the Defender will still run out of endurance before the Blaster. If the Defender uses some of these methods you mention, he will be at an even greater disadvantage relative to the Blaster. If he slots more endurance reduction, he loses damage or accuracy. If he slows his attacks, he reduces his damage output even further, and becomes exposed to more damage. Having less health in addition to everything else, he faces greater chance of defeat.



    Quote:
    I have provided an argument showing that, while there is a difference, there is no disparity between ATs and Power Sets. I would now ask for you to please provide a rebuttal to that argument.
    See above.

    Quote:
    How much would you have the global recovery rate increased? The same ammount as stamina? More? Less? What purpouse would endurance serve after the change? Would you rather remove endurance alltogether, and modify drains to work in the same way mezs do? I would rather having three new powers as, to me, compensating for endurance is much easier than getting in all the powers I want.
    How much would I change the recovery rate? I don't have a number to give you, but I'd put it somewhere between the current level and the level Stamina provides. I'd see how that works and adjust it up or down as neccessary. Honestly, I really dislike the endurance mechanic in general, but I accept that it's meant to balance gameplay and so should remain in the game. I once considered suggesting that powers have more or less effect depending on endurance level (so if you were at 50% endurance, your attack would do only 50% damage), but I'm not sure that would be better.



    Quote:
    Again, considering endurance costs being calculated at a rate of iirc
    5.2x the damage scale, what do you think would happen to powerset balance, if one power (stamina + whatever innate recovery boost you said you thought would be better) made it so that the game gets to the point where players are: "not needing to worry about endurance" without modifying the potency of effects? Effects such as damage.
    I'm not sure how to answer this. "What would happen to powerset balance?" Nothing, with a global change. The balance would still be discrepant. The difference would be that disadvantaged sets would be somewhat more capable. The Defender would now use a full bar to defeat three minions, while the Blaster would use half. At least the Defender would now be better able to defeat the same threat. Again, I don't think a global boost is the best way, but it's better than nothing.

    How, or if, this would affect the balance relative to our foes is another question, though.



    Quote:
    It is true that you have not offered any evidence of anything in this thread, but it is not true that you have only offered your opinion on a new change. I assume you mean the upcoming change to fitness when you say new change.

    First you have referenced a change that will be made, and attempted to link it to an issue you proposed where it is not relevent to do so. As improving the resources available to low level characters is not relevent to a supposed imbalance between powers and ATs.

    Then made a claim that the issue you proposed is one that is in need of attention.

    Next denounced the change, hoping for it to be reconsidered, on the basis that it did not properly address your proposed issue, despite the fact the change isn't intended to address the issue.

    Then finally proposed a different change to address the issue you proposed, to be used instead of the upcoming change, with the claim that it better addresses the issue.

    Again without regard to the upcoming change not being intended to address your proposed issue.

    Also without evidence backing the claim that the proposed change is better than the upcoming one, or evidence that the issue you proposed even needs addressing.
    Sorry for the delay, I have a case study due that needed working on.

    Perhaps the thing to do is modify endurance by the damage scalar AS WELL as the damage itself.

    I hope that answers you adequately, I appreciate the considered and polite response.
  23. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by William_Valence View Post
    ....
    I was preparing to write a response to your well considered post (thanks for that), but I'm falling asleep on my keyboard. I promise to review and respond tomorrow as time permits.
  24. Ultimo_

    Inherent Fitness

    Wow, you actually invoked Godwin's Law? Not much I can say to that.

    I may indeed be one of a minority that has a problem with the current endurance mechanic. However, many years of many people complaining about it suggests otherwise.
    Either way, the tools you mention don't make things very much better.


    I can and do play without running out of endurance. That's not the problem. The problem is that I spend far more time and energy trying to avoid running out of endurance than I do actually ejoying the game by fighting the enemy. Worse, different characters have more and less trouble, depending on the AT and power choices. Anyone can take drastic measures to reduce endurance use, but the problem is that doing so undermines the enjoyment of the game, at least for me, and likely for others.
  25. Ultimo_

    Inherent Fitness

    Quote:
    Originally Posted by Emberly View Post
    Just as planned. /light

    It's exactly the right way to go about it.

    And this is what they wanted to avoid. At the top end, the devs felt that end recovery, using tools available, was fine or at least close enough to fine that it needed no alterations. Low levels were another story, so they gave us free fitness. I realize this doesn't mesh with your previously stated goals of tankmages that never stop for anything and are never challenged by the game, but it is what it is.
    Show me where I said I wanted tankmages, or that I don't want to be challenged. Oh, that's right, you CAN'T, because I never said that.


    Quote:
    Originally Posted by Sharker_Quint View Post
    you do realize that if they lower end costs that damage will follow? and no they won't raise damage. it will be lowered. again, learn to build your toons. you seem to think that there is an end problem when time and time and time and time and time and time again you have been shown that there is not. and when asked for your build you don't even bother replying or say that you don't want it ripped apart. so you do not want help. just want to flab your gums, or in this format your fingers.
    I dont' see why anything else would need to be modified. The goal is to make endurance management more balanced and less cumbersome and invasive. In a sense, you're right, though. I don't expect this to change, so I suppose I'm really just "flabbing" my gums.


    Quote:
    Originally Posted by Lord_Apollon View Post
    Your particular approach is complex and time consuming to implement. A quick and dirty method to achieve the same results would be to add in an endurance modifier, similar to how damage modifiers are handled. Of course as I say this, brutes everywhere scream out in pain but are quickly silences as they run out of endurance.
    That might be easier, but I wasn't worried so much about the mechanism as the result.


    Quote:
    Originally Posted by Schismatrix View Post
    Ultimo_, i know you can't and won't understand this, but it's not simply a personal attack. If someone kept posting that mob damage needs to be cut in half in almost every thread they posted in because all of their Tanker's defenses were usually slotted with nothing but endurance and recharge reducers and then assert their Tankers died in every fight in less than half the time any Tanker would with no defenses did in all other players' tests, and when told how to slot effectively insisted that they shouldn't have to slot like that... Well, if you saw them post the same basic assertion again and again and again would you pretend this was the first time they'd posted anything like that, or would you point out that they've been doing it for a long time, and have been demonstrably wrong all the previous times?

    Most of us would do the latter, even though of course the person in question would see it as a personal attack.

    The simple fact is that you have almost no useful understanding of the game's mechanics and balance. You have demonstrated time and time again that you don't care to know either, you just want to build a particular type of character and the actual game's balance mechanics and design goals be damned, you'll keep insisting the game should be changed to accommodate your desires regardless of whether it's compatible or balanced with the rest of the game's mechanics.

    Whenever anyone points out that with a little effort it's possible to achieve what you want within the game's design anyway you simply insist you should have everything you want handed to you with no skill or effort required on your part.

    Frankly, it's probably only a matter of time until someone links and/or quotes the dozen or so previous threads where it was explained, in detail, why what you want is undesirable (and unnecessary when a little knowledge about and skill with the game that's actually here is used).

    Frankly, it's the fact that your past "evidence" has turned out to be absurd exaggerations or outright lies that are not possible within the actual game that has made it so that i can no longer take you at all seriously. Multiple players, including myself, have attempted to verify your past assertions and have demonstrated that they are either flat out wrong or only accomplished by actively sabotaging yourself. This is only a personal attack in the sense that you are being held accountable for what you have posted in the past and continue to post now.

    If anyone else would care to do the honors and present some of that history i would be much obliged... Personally i don't have the patience or stomach for that Carnival of Wrong anymore.
    So... you're telling me I don't know how to play? Really, after 6 years of playing the game and nearly 40 years of gaming and game design, you're going to tell me I don't know anything?

    In THIS thread, I've offered no evidence of anything, I've offered only my opinion on a new change. You're still arguing another thread. In that thread I said that the tools that are available to mitigate the impact of endurance on gameplay are insufficient in my opinion.

    I don't see how questioning and attacking my integrity, my knowledge and experience and my motives can be taken as anything but a personal attack.



    I'll say it again, I'm not against this change. There's lots of good that will come of it. I just think it's a bandaid that leave the real problem unfixed.

    AGAIN, just my opinion.