Void_Huntress

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  1. Quote:
    Originally Posted by Darth_Khasei View Post
    I don't have an agenda, I just have high standard as a consumer and player of PC games since the 80's. The name Supergamble Packs is used as an ode to a player no longer here in the forums.
    What, did a player who goes by 'Supergamble' die or something?
  2. Feeling a little out of the loop. What song is this a parody of?
  3. Quote:
    Originally Posted by Mallard View Post
    So, at its core, this contest is open to people with a legal copy of Photoshop?
    The Gimp (free) can manipulate PSDs. So can Paint.NET (free) with a plugin. So can PaintShop Pro ($60).

    There's undoubtedly others.
  4. Quote:
    Originally Posted by Arcanaville View Post
    I still believe the best way to adjust endurance drain effects is to add -MaxEnd to powers that drain end. -MaxEnd is in some ways identical to -recovery in that it will reduce the amount of endurance recovered per unit time. But unlike -recovery it will also reduce the size of the recovery ticks, and that's the key to reducing the number of attack options a critter has when drained but not fully recovery debuffed.

    It *also* makes the critter burn through their own endurance faster when using their own attacks.
    We still haven't convinced the devs how -maxHP works, though, have we?
  5. Quote:
    Originally Posted by Arcanaville View Post
    But here's an example of how we might still be unique in our outlook. I happened to talk to the devs about the current difficulty slider when it was being developed. I warned them that there were potential issues with the slider: it could be used for farming purposes, for example, and it could even be *construed* as the devs giving tacit approval for all farming performed under its settings.

    However, *knowing all that* the devs still felt that it was more important to give the players that convenience option to adjust difficulty both for solo players and for different compositions of teams, that it overrode the potential problems associated with indirectly encouraging farming.

    In this case, QoL trumped farming. Does that type of prioritization happen often in other MMOs of similar nature? It doesn't even happen here all the time. Even our dev team has its own limits. But it does happen often.
    This isn't a direct match to your question, but the PnP inspired game has been leaning towards producing regular interval deterministic quest arc/raid reward choices. Every 3rd time you do a normal quest arc, the randomized table at the end includes ALL of the named/unusual rewards for selection. Every 20th raid, etc. It's a QoL change that assumes farming the content.

    They've also largely not cared about players lowering quest difficulty to make it easier to try to get rare encounters (that can produce rare drops) over repeated runs, although they sometimes (but not always) adjust the drop table for chests based on difficulty.
  6. Quote:
    Originally Posted by Arcanaville View Post
    I originally contended that this may be largely unique in the MMO space, although other players have suggested that its not as unique as I originally asserted it to be.
    I still agree there's a conjunction of unusual factors that results in a unique environment, both from a play perspective and from a development perspective.

    Our carte blanche capacity to ramp up self/team buffs/enemy debuffs/crowd control essentially without limit doesn't show up anywhere else, and the nature of how these things are distributed amongst (non-Blaster) ATs means essentially anyone coming to the party has brought treats to share.

    The total combination of ease of joining teams AND large world AND rapid travel doesn't show up anywhere else; the scale of what we can cross so fast has its own impact on the psychology of 'I can go ANYWHERE, at ANYTIME'. (The best counterexample I have for equal ease of joining teams existing in other MMOs has a very small world in comparison; it doesn't need fast travel accordingly, but the lack of it results in a subtly different experience).
  7. Quote:
    Originally Posted by Arcanaville View Post
    That's technically not possible unless you don't fight bosses at all. Many bosses will, before they can kill you, actually drain their own end low enough to begin to impede their own ability to use their attacks at maximum speed. By definition, any endurance drain at all will speed that process up and generate significant damage mitigation. However, it seems most people only consider endurance drain to be of any benefit if it stops the critter from attacking at all, and it usually won't do that.
    This is a common issue. Some people don't believe proactive mitigation actually _IS_ effective mitigation unless it completely prevents attacks from happening.

    This viewpoint is often reflected in how people see things like World of Confusion: Its activation interval is notably higher than its confuse duration, so obviously that's not useful because it's not going to keep anyone confused long enough to matter.

    But it does matter. It causes small hitches and gaps in enemy attacks aimed at the players. This is small, but it adds up, even without things like Contagious Confusion in the mix.

    Whether I used World of Confusion or not, even before I got a lot of my invention slotting done, significantly contributed to the question of "Did I die in this mission? yes/no".
  8. Quote:
    Originally Posted by Arcanaville View Post
    That doesn't really address the part that makes me uncomfortable. It's probably nothing, but the last time I felt this way about a technical description, I uncovered a discrepancy that unfortunately I can't discuss, due to a peculiarity in the way implementation was first described and then paraphrased.
    What concerns me is the apparent resolution we're dealing with. 'procs per minute' is not a very fine grained measure when we look at the base recharge of powers that range from 4 seconds to multiple minutes.

    With the way that they're stated to work, for any given PPM there's clearly an optimal base recharge at which recharge buffs and enhancement give you free guaranteed procs. The only apparent escape valve we've been told about is an AoE factor, and it isn't at all clear how that affects things.
  9. Quote:
    Originally Posted by ThatGuyThere View Post
    What you need to do, is get out of this thread, and into the "Suggestions" forum. Because that's a fabulous idea.
    I've floated the idea in the direction of devs a few times, but I just don't have the fortitude to push an idea so that it actually gets seen and considered.

    That takes more doing than I tend to have.
  10. In two MMOs I play, you can post your group to a 'find teams' tool, which shows what you're up to, who you've got, and optionally what you're looking for.

    Players can attempt to join the group directly from this interface, subject to final approval from the team lead.

    It works remarkably well in my experience.
  11. Quote:
    Originally Posted by warden_de_dios View Post
    Radio you should invest in a Pocket D teleporter
    You do know the point was to time the trip, right? :D
  12. Quote:
    Originally Posted by ClawsandEffect View Post
    You put in writing the assertion that you are better than practically everyone else playing this game at something. If it were to be assumed that you yourself are the 0.01%, you said that you are in fact better than everyone.

    And furthermore, that "fact" was used to back up your reasoning why your word should be trusted in regards to whether blasters need attention.

    That's pretty textbook condescension. The fact that you seem unaware of having done it says quite a bit as well.

    *shrug*

    I'm just calling it like I see it.
    Repeating what Arcana said in another way: We know that blasters collectively sucked unbelievably badly prior to the Defiance redesign. We know that there were people who were able to excel very well playing blasters.

    Here's the problem: If there were as many blasters succeeding well as the forums believe, then in order for blasters to collectively fail to perform to the extent they did, then there would have had to be a _VASTLY_ higher number of people sucking incredibly worse.

    That sounds bad, but we have to look at the facts we've been given. All powerset combinations, on average, were outperformed by all defender combinations. With 'outperformed' meaning 'getting more XP and inf'. Considering the damage throughput deficit Defenders appeared to have before the damage buff to Vigilance, this warrants further consideration.

    Defenders were, as a whole, outpacing blasters. Badly. Even solo. Not 'some defenders were outpacing some blasters', but 'collectively, defenders outpaced blasters'.

    This leaves us with a limited number of conclusions. Either everyone who was able to succeed viably with blasters was a very small number of unlikely elites surrounded by others who could not manage the AT, or most people who THOUGHT they were succeeding weren't succeeding as well as they thought, or some combination of the two

    Arcana's assertion wasn't condescending, it was acceptance of the reality so far in the interests of trying to fix it.

    But hey, this exchange is more supporting evidence that the best way to get condescension from Arcanaville is to throw stones at her when she's being factual and objective.
  13. Quote:
    Originally Posted by Arcanaville View Post
    I believe that the ultimate reason in the case of Defenders is that no defender lacks control, strong debuff, defense, and healing simultaneously. Most people tend to look for dramatic things: if Defenders are not *immune* to something, then they must be just as vulnerable. But most of the time its not the fight that kills us, its the fight before that kills us. It puts us into a situation where we decide not to wait for rest, not to pop our last set of inspirations because we're saving them for a rainy day that never comes, it forces us to start the fight at something other than 100%.

    All it takes is one self heal, one defense power, one strong debuff, to swing the odds enough to be noticeable, because effects are cumulative. Here I think experience can actually act *against* judgment: people who play the game longer get numbed to how much of a difference unslotted dispersion bubble can be, for example.
    I got into some balance and 'feel of game' discussions with a friend not too long ago about City versus other MMOs, and I noted that in a lot of MMOs, power design is around a unit of One Encounter.

    I then argued that in City, because of the way health, regen, and recharge works, we're really dealing with a unit of One Mission, because of the aggregate effects.
  14. Quote:
    Originally Posted by Miladys_Knight View Post
    I have little faith in Posi's opinion. As I recall the tl:dr version of what he had Ex Libris post in the market forums (don't know why he didn't make the PR effort to post it himself) was merged markets = d00m. Villians had too little inf compared to heroes, blah, blah, blah. Post market merger and here we are. No d00m instead exactly what we in the market forums said would happened, happened. Inf on both sides stabilized when the ARTIFICIALLY created and maintained barriers were removed. Just the opposite of Posi's opinion on the matter.
    I don't know that I would say inf on both sides 'stabilized'. I'd say the redside market was fully subsumed into the blueside market.

    Whether that's good result or not is a separate question from whether that's the result they wanted; they held on hope for a long time that each side could have a functioning economy.
  15. Quote:
    Originally Posted by Chyll View Post
    The back handed superiority slap that makes me want to disagree again.

    (Probably unintentioned, but the implication was unpleasant, particularly given how well thought out the entire post clearly was. Maybe I'm just oo sensitive today...)
    What implication are you perceiving? There's no superiority, no 'slap' in the statement you quoted.

    All she did was reiterate that she doesn't experience an issue playing blasters. That she isn't trying to get blasters fixed because she EXPERIENCES a problem that you do not experience, but instead because she's AWARE of a problem.
  16. Quote:
    Originally Posted by Auroxis View Post
    It is pretty good, and I don't want to rain on any parade, but I find the lack of certain powers disturbing. Aim and Hasten seem pretty important to me, and I'd personally like to have RoF/Psychic Scream/Fire Breath on my build. Seeing a build would be nice, as I'm not convinced heavy sacrifices weren't made to reach that level of defense, but kudos still.
    By my math, that build has 62.5% global recharge plus Spiritual Alpha (I can't tell which from the information given). Which is pretty good, but some powers aren't going to be up nearly as often as a more recharge intensive build. For instance, Drain Psyche isn't perma.. but with the higher degree of resistance this build has than mine, it isn't going to be leaning on the regen as much.

    Also, Fire has enough DPS available to it even at only moderate recharge that I don't think it'll be dangerously damage anemic, if the attacks have any substantial slotting.

    Of course, theory crafting from a screenshot isn't the same thing as seeing it in action. I'd really like a video.




    Quote:
    Originally Posted by Chyll View Post
    Blasters have mitigation beyond just out-damaging the oppponents, and that becomes more available at high levels too (i.e., KB, holds in ice, etc.) So I wouldn't be quick to say it gets worse as a player advances.
    Defenders get all of these things and more.


    Quote:
    Originally Posted by Chyll View Post
    I will still contend far more complaints, threads, global requests for teams, etc. based on 'hard to solo this def' than any for Blasters. And I'd say that was telling. It is anecdotal vs. numbers, I admit, but I think it is pertinent to note.
    Those complaints about being 'hard to solo' are usually more along the lines of 'I feel like I'm not putting out damage at a rate I want'.

    Some people want big numbers, and blasters have that. But big numbers sometimes and zeros others can easily average out to less than the non-damage ATs if there's enough 'zero' time.


    Quote:
    Originally Posted by Chyll View Post
    *shrug* I haven't seen real "data" to that effect... and I think that any changse Blasters need are low on the priority list given that they perform fine.
    The devs themselves told us circa I11 that blasters were the worst performing AT as a whole, amongst all powerset combinations for the AT. That the best blaster powerset combination was outperformed by the worst powerset combination for any other AT. Including defenders.

    The adjustment we got was Defiance 2.0, which undoubtedly helped. The question is if it helped more than the buffs all the other ATs have received since helped them. It seems unlikely.

    There's also the question of the new content (Praetoria, First Ward, incarnate, etc), and the increased threat level those enemies present, and how that threat weighs against the various ATs and playstyles.

    Barring exceptional builds like feather_of_sun and myself deploy, blasters as a whole just don't have the tools to deal with large swaths of problems with any reliability.
  17. Quote:
    Originally Posted by Feather_Of_Sun View Post
    Here you go. As you can see, in combat with +4x8 Carnies, Barrier is at it's minimum (Which I assumed was 2.5, but it's actually 5%! Nice surprise there.), no inspirations or temporary buffs active.

    47.78% Smashing
    47.78% Lethal
    50.60% Ranged
    45.28% Energy
    45.28% Negative Energy

    And to answer the "post ur build nao!!!", I left my set bonus page open. I do not use Mids, nor do I ever intend to use a build planner.
    That's impressive. You approached that an interesting way, from what I can pull from this. I know I never would have considered six-slotting Gladiator's Armor a viable option. I assume that's in Fire Shield?

    I'd love to see you in action for this. Are you able to record a video of one of your fights? Or if not video, a demorecord?
  18. Quote:
    Originally Posted by Feather_Of_Sun View Post
    Blasters may not have a defensive set, but that doesn't stop someone dedicated enough from permanently softcapping smashing/lethal/ranged/energy/negative energy defenses on one. I did it on my fire/mental blaster.
    Ummmm.


    Quote:
    Originally Posted by Auroxis View Post
    Softcapping S/L defense without Scorpion Shield is hard enough, I am baffled at how you managed to softcap S/L/R/E/N without it.
    ^this.

    Can you share with us a build that shows how to manage this that doesn't involve 'and I checked my combat monitor after hitting Barrier' ?

    And I'm with Arcana. I can outperform typical pug scrappers and brutes on my DP/Mental, but I'm not going anywhere near top end scrappers and brutes, and I remain highly dubious it's possible with the limited number of ways to gain -- and limited kinds of -- mitigation on solo blasters.
  19. Quote:
    Originally Posted by Arcanaville View Post
    The second: Elude, in I2. The original version of Elude was a power that conferred something like a combination of superspeed and PFF. As in while its on you run fast, you have really high defense but you can't attack anything. Yeah, people picked that power a lot.
    But hey, for anyone who missed it, they can now pick up Afterburner!
  20. I would also like to raise a hand in hearty support of more flexible account options for VIPs. Either changing the existing monthly to a generic 'account service token', or giving us a mechanism for converting transfer tokens to other kinds (alignment shift, respec, rename)..

    All those services are of roughly equal (numeric) value, but are of drastically different subjective value to different players.

    Right now, a bunch of us are using the transfer tokens as ghetto rename tokens. Two transfers for a rename. This is irritating, but it gets the job done. It'd be much nicer to not have to.
  21. Quote:
    Originally Posted by Bosstone View Post
    You could always try option C: don't make statements about the game with little to no evidence to back you up. If what you have available isn't sufficient, then don't rely on it.
    Given Snow Globe's forum presence, it'd be kind of neat if this option was taken for once: Express concern to others that it's possible that it isn't functionally adequately, and attempt to actually gather data (in a coherent, consistent fashion) between yourself and others to get a large enough sample to actually do statistical analysis instead of chicken little routines.
  22. Quote:
    Originally Posted by Arcanaville View Post
    Nothing to apologize for, its a harmless mistake. I was just explaining the joke, which you are aware is a joke that is as common around these parts as pigeons in a park.
    Yes. Listen to Arcana, he knows what he's talking about there.
  23. Quote:
    Originally Posted by Valerika View Post
    Actually, I'd say that Tier 3 Clarion Destiny is equally if not more important for soloers, because it allows for a permanent click-based mez protection for things like squishies and human-form khelds. It's incredibly useful. Same goes for Tier 3 Rebirth for chars that don't have a self-heal (like /SR, /Shield) High tier Destiny is reaaaaally useful. Hell, I'd say game-changing.
    Perma-Clarion was a godsend for my blaster. It was the final piece of the puzzle that enabled her to solo x8 of factions with mez (instead of x8 of, say, Romans only).
  24. Quote:
    Originally Posted by Mind_Over_Matter View Post
    For those who want the costume pieces but are worried about spending more than $20 in order to get them, it might be helpful for more folks who actually purchase them to offer details about when they completed their costume set.
    I got all of the Elemental Order pieces as of my 11th pack, just like in beta.
  25. There's an in-game list as well. It's in the same menu tree as badges.