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Quote:I'm strongly against it. Part of the fun of playing my 50s is throwing myself over and over again against near impossible odds. For instance, I think I have 50 failed attempts to take down Ghost Widow. While I can afford it, I'm going to be VERY upset if I suddenly have to PAY 100k for the priviledge of having Ghost Widow hit me with her death hold. It will also substantially dampen my enthusiasm for other insanity like running on invincible (now +2x1) with all of my toggles turned off, or running +4x8 for the challenge.I'd say simply give us -inf associated with debt. It would fit thematically, too.
The numbers can't be too high, though, or we'll drown in a sea of whine. But say, get defeated at lvl 50 and you lose 100k. Not much by any standards (2 lvl 50 SOs from Ghost Falcon), but every little -inf adds up.
And frankly, it doesn't matter how small it is. I'll just find it offensive, "Oh, sorry, was I trying to save the world against impossible odds and ended up in the hospital? You're right, the city certainly shouldn't cover even my hospital bill. I guess I'll raid my kid's college fund to cover it. Next time Dr. Planet Killer attacks, you're going to have to find another super hero, jerks. I hear Arachnos is hiring."
That's not to say I'm opposed to influence sinks. I'm all for influence sinks as long as they're ADDING something. But it should be something that offers at best a trivial advantage, such as new influence-only costume slots. If we didn't already have the tux and monacle, for instance, allow the rich to buy that costume for a billion influence. That's right, a billion influence. Want to be in the billionaire club? You have to blow the whole wad on the billionaire costume.
That kind of thing. -
for every table
for every field with a unit of measure of INF
divide by 10
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Quote:LOL! Good to know that Invuln isn't an exception to the rule of getting owned by Arcanaville's challenge.When I told my friend about the Arcana challenge he immediately tried it on his invuln scrapper, and died just by fighting the psi boss. He didn't even get to spawn the first wave. It was hilarious.
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Oh, another weakness of most +2x8 missions - you can almost certainly plow through a single spawn in 3 minutes. That means unless there ARE defense debuffers, which give a couple secondaries an "unfair" advantage, then Invunerability + patience for the win. Unstoppable isn't an auto-win in the RWZ challenge. Unless you have HUGE damage output, you're going to have to deal with the crash during the fight. And if you DO have huge damage output, well, good job.
For comparison, notice how Arcanaville's challenge, despite being against low level enemies (designed for +2x1 maximum), will probably still give a lot of trouble to Invulnerability. The main boss is psionic, which is your weakness. But you can't just kill the main boss, or you'll get owned by multiple challenge spawns at once. I'm guessing you could pull it off by first clearing the map, then doing Unstoppable through each spawn, then running to the opposite side of the map to lose boss aggro, rinse and repeat. But at least there's a LITTLE bit of strategy involved other than patience. And it wouldn't surprise me if it still isn't as easy as I'm suggesting, since Arcanaville seems to have one of the best understandings of, well, everything in this game. -
Another issue with running an Arachnos Radio is that there is a BIG difference in the difficulty you'll face depending on the map. Keep trying until you get one of the cave maps that annoy me so much in game where you only kill a couple spawns and poof, you're done. I hate them because they're not even worth the travel time in zone, but they would make this challenge much easier.
That suggests to me that ANY mission-based challenge will have to be a specific map that everyone can access easily and quickly, which means either Ouroboros or AE.
On a different note, I'm going to back off on my "+2x4 is close to +2x8" comment, paraphrased from earlier. I briefly cranked up to +2x8 on a defense debuffing group and got owned hard (well, I ran away instead of dying, but I had to run away twice against the very first group, so I gave up and went back to +2x4, lesson learned). -
Quote:Well, I don't personally solo very fast because I have a playstyle preference for single-target survivability scrappers, to the point where I rarely have any AoE, and my DPS has never broken 200. Maybe I should be asking for drop rates to be increased for single-target attacks or something. I mean, why should the AoE specialists be getting all the good drops? Shouldn't all playstyles be equally rewarded?I don't know how fast you solo, but even those teams went through normal enemies PDQ.
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Quote:So, 449-499 xp each on your big team vs. 1376 xp solo, or about 3 times less XP. That's about what I already said, but actually slightly better (I figured 3.2 times less XP).So again now with a difficutly slider that means that a solo player can ramp up his difficulty to the +1/8 that this chart was figured at, that same level 45 character running solo fighting only +1s set for 8, something that many toons can do by level 45, would earn solo 1376 per minion. being on a team alone with 2 equal level characters knocks that immediately down to 860.
So then the question, which I already posed, is can your team of 8 REALLY not plow through content a mere THREE TIMES faster than I can solo? It's a serious question, and from the two answers so far I'm starting to get the feeling that no, the average team can't, but that really frightens me. -
Uh... that sounds painful.
Reminds me of the WMD challenge, which was to run Gaussian's arc on invincible (+2x1), no temps, no inspirations, no deaths. Doable, but tougher than it may sound on the surface. Probably suicide on +2x8, but there has to be someone out there that can do it.
(Edit: Wait, no, it wasn't even invincible, because then Sefu whathisface spawned as an AV, so it was the next difficulty down, which today is +1x2. I've done the whole thing on invincible EXCEPT for him, though.) -
I'm running +2x4 frankenslotted at 43, and while Arachnos missions are more dificult than most, and I am using occasional inspirations, I can't imagine that +2x8 would be so much harder as to require a seriously IO'd build. I could be wrong, of course, and if so, there are two more levels of difficulty to go.
Still, one of the big problems with Arachnos is that they're packing what seems to be a much higher than average amount of defense debuffs. I think that will unfairly play to Super Reflexes and to a lesser extent Shield Defense. But that's just theorizing. I suppose I should go try it with a bunch of characters and see, but I'm too focused on leveling up. Just my initial thoughts. -
Quote:A team of 8 has a 2.5x XP multiplier, right? So... you're saying that despite all the possible force multipliers, your team of 8 not only can't kill enemies 8 times faster than I can (for drop parity), they can't even kill enemies 8/2.5 = 3.2 times faster than I can (for XP parity)? I mean, I don't know, like I said, I don't team. I know pick up groups suck. I just didn't realize how BAD they sucked.Teamming since i16 is basicly slower in every reguard to soloing.
Seriously, someone tell me that teams don't suck THAT badly. -
In a sense, yes, it's like a free power for one slot. It offers no defensive benefit, but it IS stealth (not invisibility, just stealth - reduction of the distance at which you can be seen). I typically put mine in Sprint, and just click Sprint on and off for two minutes of stealth. Then it doesn't even take the investment of a slot.
And yeah, you would buy one on the consignment house assuming you aren't lucky to have one drop. I haven't checked prices in a LONG time, but they're probably a few million? Whatever the cost, it's probably "not cheap, but not unaffordable". -
I've spent a good portion of the morning collecting all five costume slots and I've started working on costumes. I mean, if I'm actually going to SEE my character now...
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You know, even as someone who rarely teams, and is almost never on a team of 8, raising the drop rates for teams wouldn't really bother me. I don't mind the game using faster advancement AND faster drops to encourage teaming. It is, after all, an MMO. I just want to be ABLE to solo without SEVERE penalty. And I certainly can.
Granted, part of me would be upset by raising the drop rate. Why should there be more total XP and more total drops for the same number of bad guys just because a group beat them instead of little old me? In particular, aren't teams supposed to be a force multiplier, allowing a team of 8 to kill MORE than 8x faster? But I can certainly accept what appears to be the consensus that no, a team of 8 does NOT kill 8x faster ON AVERAGE. I'm sure some do, but if most don't, plus add in the time finding a team and so on, and I can see how it could cut very quickly into your drops. So yeah, I'm OK with the drop rate being adjusted upwards based on data-mined facts about average team size vs. speed, which is what I'm assuming they did for the team XP rates.
Or if they want to keep total supply the same, lowering the drop rates for solo and small teams, and only raising it for large teams. -
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OMG YAY! How did I miss this option when I was poking around at the tailor, and how did I overlook this post? I don't want to be a puffball of doom. I'd ACCEPTED it as one of the prices you pay to play an awesome set, but now I'm bouncy happy!
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Quote:Even sets that come with endurance management can have this issue. I used to be able to (very slowly) burn out my endurance on my Katana/Regen before they nerfed Focused Accuracy. I'm running a surplus now since I haven't respec'd, but if I were redoing my build, my guess is that I'd find some way to take advantage of the extra endurance instead of reducing my recovery. Hard to know, though.DA is not alone in its heavy end usage. SR and DA are not alone. EVERY set that doesn't come with extra end management will have this issue.
I guess we're going to have to chalk this one up to different build experiences, and Umbral has probably put together quite a few more builds of more types than me. Perhaps the handful of high-performance scrapper builds I've put together have been outliers on their endurance use. -
Quote:Likewise, but it saves me a lot of trouble, so maybe I can get to work on time and keep putting food on my table. Thanks, Uberguy!Dang it. UberGuy just covered every point I planned on making.
Still, just to say "dittos" on one point:
Quote:So see IMO there most valuable asset is that they exempt down. That is when you take out the ability to solo team content with them which im sure you can argue isnt an intended result of any system in the game.
And as he said, AVs spawn in solo missions. Are you suggesting that this is a bug, and we weren't actually intended to solo them?
(Edit: And to quote the issue 16 overview:
"Players can now fine-tune their difficulty levels by telling the game exactly how they want to be treated. They can choose to be regarded as a specific size team (even if they are soloing), and even have control over the level they are detected to be when it comes to the dynamic spawn system. So if you ever wanted to see if your Scrapper could take on a map that is populated for an 8 person team, four levels higher than your own, now you can!"
Seriously, do we still doubt in some way that soloing team content wasn't intended? Do you think the devs are surprised that Scrappers ARE now soloing +4x8 maps?) -
Quote:Well, OK, yes. Once you've removed all compromises for endurance and are still at endurance sustainability, no, you won't get much benefit out of even more recovery. Does that happen? I always seem to find a way to burn through all the endurance I can get my hands on despite having made compromises to lower my endurance consumption.I don't think you quite understood my statement there. I was refering to the ability to do so beyond the slotting variability that you're refering to.
Sure, you can drop the end costs on powers to increase your gain in other ways (generally by saving slots), but there's no way to spend make any use of endurance beyond the point of sustainability. That redundant recovery serves to act just like defense over the softcap: it's only serving to act as a buffer against debuffs. In general, you're better off just carving it off and finding more useful set bonuses/powers. -
I'd recommend playing the market or playing your 50s. Either will get you quite a bit of influence. The market is faster, but you might have more fun just playing.
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Quote:Wish granted. If you play your 50s, you're likely going to get a lot of purples dropping, whether that's farming, running task forces, or just doinking around on radio missions with your friends. The drop rates aren't so low that you can't purple out a character by just playing the game and trading the purples that dropped for you for the purples that dropped for others via the market. I purpled my first character by simply playing the end game content "the way the devs intended" for a few hundred hours. It wasn't one per night, but I think that's asking a bit much.Nothing i suggested would change anything about how you play or earn your rewards. If you want to spend hours cranking out maxed out missions or farming one area of a zone you still can. And you would still earn about the same level of rewards. But you and others should realize that other players are just as dedicated. Other players have invested just as much time into the game and to playing it and to building their toons and because of what the choose to spend time doing, earn less for it. And because they choose to play more with friends, their chances get lowered by having to share.
Now fine, yes, if you have a hard core farming build and are hard core farming, you're going to get more purple drops than the role player that runs one mission per night because they're busy talking instead of fighting. I suppose we could call that "penalizing role play" or something. But I think that's going a bit too far. Even in "role play" terms, the hard core farmer has done MUCH more to turn the tide of evil during a night's carnage than the role player.
Now, you WON'T get purples is by leveling up, playing your lowbies, or playing exemplared down to other lowbies. I don't see that as a problem. You don't get raid gear when you're running lowbie missions. You don't get raid gear when you're palling around with your lowbie friends. You get raid gear when you raid. That's about as standard as it gets.
(Edit: Conveniently, this game DOES let you get raid gear without raiding. The drops aren't bind on aquire, so you can buy and sell them on the market. It's going to take you this side of forever to buy them if you're a casual player doing nothing but running low level content, but buy them you can.) -
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Quote:HAHAHHAHAHAAHAHAHHAHAHAHHAHAHA!Then by that definition NO ONE needs purples. So either lets get rid of them all together or lets balance out the ability for ALL players of ALL playstyles to earn them equally.
Oh, wait, are you serious? Because see, I like games where I have to EARN my loot. And my levels. And so on. Maybe you don't. You might prefer a nice first person shooter. MMOs are time sinks, and reward time played.
We could apply your same argument to your level. "By definition, NO ONE needs to be level 50. So let's either get rid of level 50 altogether, or let's balance out the ability for ALL players of ALL playstyles to earn level 50 equally." So... it shouldn't matter if I play one hour a week or 10 hours a week or 40 hours a week... I should have my 50 just as fast as everyone else?
Look, you're not WRONG. There's no right and wrong here. There's just how people want their game to behave. I do NOT want to play a game that levels me automatically to the maximum and then showers the best equipment on me, all with no effort involved on my part. Similarly, I do not want to go to a school where everyone gets an A. I do not want to work at a job where everyone receives the same pay. I do not want to play an MMO that rewards casual players with builds just as strong as people who have put over 5000 hours into the game and have studied and mastered it intracasies. I just don't.
And I'll say the same thing playing a new MMO. I'm PLAYING another MMO for the first time that others have been playing for years. I don't WANT to just suddenly be as powerful as top tier raiders and PvPers. I haven't paid my dues. I don't know what I'm doing. I haven't earned a thing. I don't deserve respect, I don't deserve good equipment, and I don't deserve being max level. I have to earn those things through the hours I put in playing and learning the game. I might never put in those hours. And if I don't, I will always be mediocre. I'm FINE with that. I can still have fun in that game with a perfectly mediocre character, and that's enough for me for now, and possibly forever. If I ever want to be top tier, I know what to do. I have to put in the hours, and I have to study and master the game.
If that's not the game you want to play, cool. And I realize that City of Heroes has always been pretty casual-friendly. It's part of the niche it has carved out. That's great, and if I were the devs, I would definitely err on the side of being casual friendly. But as a player, I want the hard core. Conveniently, the game also caters to ME, not just to the casual player. Can't we all just... get along? -
Quote:The magical mystical "casual player" doesn't need purples. They don't even need sets. This game is frickin' EASY. Heck, a true "casual player" wouldn't even know what to do with a purple. They'd get significantly better performance from a cookie cutter SO build made by a build expert than they would sprinkling purples willy-nilly into a poorly-conceived build.I think especially in a game who's no. 1 strenght always was being casual friendly, something should be done to help casual players with rewards.
Purples are one of the rewards for quite a bit more than mere casual play. I'm fine with that. I WANT to have to work HARD for my rewards in my MMOs. -
Sorry for the minor necro, but I just started caring about this, as I'm currently overhauling my end game build for my Katana/Dark Armor to bring it up to I16 standards.
I just want to confirm before I spend obscene amounts of influence (I'm already bidding even though I'm just level 40) - the +recovery portion of the Miracle and Numina uniques are enhanced by the endmod enhancement in the power, just like the +regeneration portion of the Numina and Regenerative Tissue uniques are enhanced by the heal enhancement in the power, correct? That's how it is reported in Mids', and that's how it's been described in this thread, and that's what I would expect. But has anyone verified this in game?
As for my own slotting, I'm a little limited by having a full set of Numinas in Health for the ranged defense. That of course affected the Physical Perfection slotting. But here's what I'm looking at in the most recent iteration of the build:
Performance Shifter proc
Performance Shifter endmod
common endmod
Panacea unique
Miracle unique
Regenerative Tissue unique
Sure there is. Endurance reduction is often a performance compromise. You might get additional performance by increasing endurance recovery and simultaneously increasing endurance usage. That is very much what I found to be the case on my Katana/Dark. Over the course of a few days, I went from a Performance Shifter proc in the default slot in Physical Perfection to having it fully slotted. Many of my toggles are more poorly slotted for endurance reduction now, and I've lost some endurance reduction in a couple attacks as well. But my net EPS has improved slightly, as has my overall performance.