galadiman

PvP Bootcamp Mentor
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  1. The other point that might be made is this: The Devs designed the Incarnate content to be Hard. Not Easy. So when you don't defeat it on the first try, WAI. And when you get on a pug that has had no real thinking put into whether it can meet the challenges posed by the TF, and you fail, WAI. It's Top Level Content.

    And a corollary to this is: If you're hung up on being defeated, if you think it's shameful to faceplant, if you think bringing Wakies is not a good idea, well, that won't work. It's why the devs made the Reqs for MoApex NOT include 0 deaths. So embrace your Inner Blaster, Pile up a few Wakies, and Roll On.
  2. New Dawn: The Master of Apex badge is different than the Master of Stateman/Lord Recluse/etc. There is no zero deaths requirement; it's a completely different set of criteria. Link: http://paragonwiki.com/wiki/Master_o...sk_Force_Badge

    I really have trouble understanding the point you are making in the first paragraph above.
  3. Quote:
    Originally Posted by Infernus_Hades View Post
    This.

    If they want fluid and ADAPTABLE then lets drop the rooting. It reminds me of the changes to PvP when they implemented supression. Take a quick flowing game and slow it down. I am saying using power rooting to kill off people who due to clipping, lag or teammate colored animations miss the flash cues for the fire is a cheap "challenge."

    I love the attacks though - and the Learn to Play advice. It always the same if you dare to criticize the great and powerful Oz. Look I have not played the BAF trial yet but I see they make some enemies immune to status effects - EXACTLY like I suggested is possible to do and all while not making it unbalanced.

    I have said for 7 years now that status effect reliance is laziness. Tougher enemies can have armor, use attacks that aren't slows or stuns and let the enviroment be fluid and fast. Does anyone facing what I have read of the BAF Trial say its slow and stilted or is it at times seemingly too fast?

    There is a place for status effects and it used to be only Lts and Bosses had them now every minion does something.
    Nice. "If they want us to adapt, Let's make the devs remoev the things they want us to adapt around." Brilliant. "Learning Calculus is hard. Remove the integration part, because that will make it easier."

    "Status effect reliance is laziness. Tougher enemies can have armor..."
    Another idea for dynamic play: "Take away all the things that make killing the enemies a thinking process - just make them all huge bags of hit points."

    Like many of these kinds of posts, no one is saying that CoX is not to be questioned... mostly, (I) am saying, "Differentiate between 'I don't like this playstyle' and 'No One likes this playstyle'." Because there are plenty of people out there that DO like the playstyle shift.
  4. Quote:
    Originally Posted by Deus_Otiosus View Post
    I ran this three times last night on a Brute, a Fort & a Corr.

    And while I agree with others that it's not super hard or ridiculous, I also feel that if the goal is to make the game more fluid and less tank and spank that the game's mechanics should reflect that.

    I would love it if the game became a more mobile, fluid experience where things like travel suppression and being rooted during animations didn't exist.

    Will it happen? Unlikely.
    Ummm... no. The reason for rooting is the same as it has been for a loong time: Risk vs Reward. If you could run-n-gun with all of your attacks, there would be barely any risk at all, since the attacks are guaranteed to (have a chance to ) hit on each activation. So you run up, you animate the power, then you run away, just like usual. I and I believe most others are not interested in a zippy ADD flashfest. That sounds more like Call of Duty and its ilk - which is ok, but it is not this game.

    The game does not 'have to change to suit the mission'; the players have to adapt to the mission. Isn't the other way around just silly?
  5. Quote:
    Originally Posted by CactusBrawler View Post
    We've done fine without group only progression, we've done fine without 'real' time sinks and gating. Why after seven years have the devs decided to shift the spirit of the game?

    Let's look at the market leader, when they add new raid content they add solo stuff as well, so that while raider Bob is getting his Tier X so he can do the raid for Tier X+1 gear, so six months down the line he can raid for Tier X+2. Solo Sue on the other hand is still able to get comparable gear on her own, at her own speed, through new missions or factions or crafting or so on.
    To answer the highlighted question, because after 7 years, if a game does not evolve, it stagnates, withers, and dies. Whatever change is made will "shift the spirit of the game" in the eyes of some players. I like the changes so far. Others don't. No kidding.

    The 'market leader' has infinibux to do it all at once. CoX does not. Meanwhile, to my understanding, the 'market leader' often makes the uberloot you worked so hard to get worthless by the next go-round, so there is that. CoX does not do that.
  6. Quote:
    Originally Posted by Goliath Bird Eater View Post
    I disagree.

    A lifetime subscription offer can be a good source of additional income at the start of an MMO's lifespan. The catch is that there must also be sufficient regular subscriptions to maintain operating costs and pay for further development once the initial boost of cash provided by the lifetime subscriptions runs out, as most lifetime subscription prices only average out to a year or so of regular monthly subscription fees. That is where the problems usually start.
    I think here's how the average user's thinking would go:
    I dunno if I like this game, so I'll go month to month.
    (2 months later)
    I like it a lot, so now I'll go Lifetime, because it'll pay off (for me) in X months)!
    or
    I don't like it enough to go lifetime, so I won't play it at all.

    The lifetime offer sets up a false dichotomy in the player's mind: If it ain't worth lifetime, it ain't worth (paying more than the minimum amount that I can egt away with paying), because the player may feel like they're being cheated. I know that's not actually true, but it is likely what they feel.

    So I believe the general tendency would be to have Very Few non-lifetime players, and thus the 'Bleed 'em with Microtransactions' model becomes necessary. And I'm betting with Lifetime players, the game might be taken for granted in more cases, since it will 'always be there'.
  7. Quote:
    Originally Posted by Bosstone View Post
    Besides, what's that saying? Look after the pennies and the dollars take care of themselves?
    Yeah, I think I'm going to agree with Nethergoat here, and offer a counter:
    Look after the pennies, and before you know it... you're dead, and you wish you had done something more fun than looking after %%&^%* pennies.

    The market is fun, but seriously: remember your goals for having fun. If the market is the end goal, more power to you. But if playing the game is the 'fun goal', then worry less about the pennies. That's just my 2 pennies.
  8. I have played this last night with my characters (2 ranged blasters, a brute, and an ill/rad) and though I died a few times on each, I had lots of fun.

    It's not 'instant death' - if you had no way to avoid it, you might be justified in calling it that. One key clue: If you have a rooting attack that is loong on animation (I have 2 archery blasters, so Rain of Arrows, I'm lookin' at you!), try firing JUST AFTER the last blue patch dropped, or even just after the blue warning patches appear (from OUTSIDE the warning patches, of course.)

    And conversely, avoid firing when you haven't seen any blue patches for a while... they're likely on the way. That will give you the maximum time to react and avoid the damage.

    TLDR: Observe the situation. Find a pattern. Adapt.
  9. Quote:
    Originally Posted by Hyperstrike View Post
    Why lead, when you can back seat drive?

    "I think we should use the *insert strategy* to defeat *insert villain*."
    "No no no! That'll take too long, do it this way!"
    "What do you mean you want to speed this TF? I wanna kill all!"
    You forgot the passive-aggressive option:

    (to yourself, while the team leader does a poor job of leading...)
    Rassin frassin mother lovin sonofa grummble grumble jerkhack <open player note for leader put one star write detailed nasty note on why you never want to team with this nimrod again> ...
  10. Quote:
    Originally Posted by Lothic View Post
    I've got bluesiders who've used red and black.
    I've got bluesiders who have not used red and black.
    I've got redsiders who've used red and black.
    I've got redsiders who have not used red and black.
    I've got Praetorians who've used red and black.
    I've got Praetorians who have not used red and black.

    I'm not "proud" or "ashamed" of any of it.
    See a pattern here?
    This seems to make some kind of sense to me.
  11. Posting my Dark/Fire brute here for comment. A few notes:

    I like as much rech as possible, because as I have recently learned, Burn is something most CoX enemies REALLY don't like

    I've been told that it would be good for me to get my Energy defense above 30%, but I can't really see how to do that at this point.


    My current SL def shows 44.6%, and my Melee shows 50.8%, but energy only shows 17.1%...

    Thanks for the help!

    Villain Plan by Mids' Villain Designer 1.92
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Knitefire: Level 50 Natural Brute
    Primary Power Set: Dark Melee
    Secondary Power Set: Fiery Aura
    Power Pool: Flight
    Power Pool: Fighting
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Pyre Mastery
    Villain Profile:
    Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/EndRdx/Rchg(3), KntkC'bat-Knock%(5), Hectmb-Acc/Rchg(5), Hectmb-Acc/Dmg/Rchg(21)
    Level 1: Fire Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(7), TtmC'tng-ResDam(7), S'fstPrt-ResKB(9), GA-3defTpProc(50)
    Level 2: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(9), M'Strk-Dmg/Rchg(11), M'Strk-Acc/EndRdx(11), M'Strk-Acc/Dmg/EndRdx(13), M'Strk-Dmg/EndRdx/Rchg(13)
    Level 4: Healing Flames -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx/Rchg(15), Numna-Heal/Rchg(15), Numna-Heal/EndRdx/Rchg(17)
    Level 6: Air Superiority -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(17), KntkC'bat-Dmg/Rchg(19), KntkC'bat-Dmg/EndRdx/Rchg(19), Acc-I(21)
    Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(23), KntkC'bat-Dmg/Rchg(23), KntkC'bat-Dmg/EndRdx/Rchg(25), Numna-Heal(25), Numna-Heal/Rchg(27)
    Level 10: Touch of Fear -- HO:Lyso(A), HO:Lyso(27)
    Level 12: Boxing -- Acc-I(A)
    Level 14: Hover -- LkGmblr-Rchg+(A)
    Level 16: Plasma Shield -- Aegis-ResDam/EndRdx(A), Aegis-ResDam(29)
    Level 18: Combat Jumping -- LkGmblr-Rchg+(A)
    Level 20: Super Jump -- Winter-ResSlow(A)
    Level 22: Maneuvers -- Krma-ResKB(A), LkGmblr-Def/EndRdx(29), LkGmblr-Rchg+(31)
    Level 24: Tough -- ImpArm-ResDam/EndRdx(A), ImpArm-ResDam(31)
    Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Rchg(31), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(33), Oblit-Acc/Dmg/EndRdx/Rchg(33), Oblit-%Dam(34)
    Level 28: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(34), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(36)
    Level 30: Dark Consumption -- Oblit-Dmg(A), Oblit-Acc/Rchg(37), Oblit-Dmg/Rchg(37), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
    Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(39), KntkC'bat-Dmg/Rchg(40), KntkC'bat-Dmg/EndRdx/Rchg(40), Mako-Acc/Dmg(40), Mako-Acc/Dmg/EndRdx/Rchg(42)
    Level 35: Burn -- Oblit-Dmg(A), Oblit-Acc/Rchg(42), Oblit-Dmg/Rchg(42), Oblit-Acc/Dmg/Rchg(43), Oblit-Acc/Dmg/EndRdx/Rchg(43), Oblit-%Dam(43)
    Level 38: Fiery Embrace -- RechRdx-I(A), RechRdx-I(45)
    Level 41: Weave -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), LkGmblr-Rchg+(46)
    Level 44: Ring of Fire -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(46), Enf'dOp-Acc/EndRdx(46), Enf'dOp-Immob/Rng(48), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(48)
    Level 47: Rise of the Phoenix -- RechRdx-I(A)
    Level 49: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
    Level 50: Spiritual Core Paragon
    ------------
    Level 1: Brawl -- Acc-I(A)
    Level 1: Sprint -- EndRdx-I(A)
    Level 2: Rest -- RechRdx-I(A)
    Level 1: Fury
    Level 4: Ninja Run
    Level 2: Swift -- Run-I(A)
    Level 2: Hurdle -- Jump-I(A)
    Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(50)
    Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(50)
    ------------


    Set Bonus Totals:
    • 12% DamageBuff(Smashing)
    • 12% DamageBuff(Lethal)
    • 12% DamageBuff(Fire)
    • 12% DamageBuff(Cold)
    • 12% DamageBuff(Energy)
    • 12% DamageBuff(Negative)
    • 12% DamageBuff(Toxic)
    • 12% DamageBuff(Psionic)
    • 33.5% Defense(Smashing)
    • 33.5% Defense(Lethal)
    • 6.938% Defense(Fire)
    • 6.938% Defense(Cold)
    • 6% Defense(Energy)
    • 6% Defense(Negative)
    • 6% Defense(Psionic)
    • 34.75% Defense(Melee)
    • 6% Defense(Ranged)
    • 7.875% Defense(AoE)
    • 45% Enhancement(Accuracy)
    • 3% Enhancement(Immobilize)
    • 53.75% Enhancement(RechargeTime)
    • 5% FlySpeed
    • 106.82 HP (7.126%) HitPoints
    • 5% JumpHeight
    • 5% JumpSpeed
    • Knockback (Mag -8)
    • Knockup (Mag -8)
    • MezResist(Immobilize) 14.3%
    • MezResist(Sleep) 1.65%
    • MezResist(Stun) 10.45%
    • 9% (0.15 End/sec) Recovery
    • 44% (2.754 HP/sec) Regeneration
    • 20% ResEffect(FlySpeed)
    • 20% ResEffect(RechargeTime)
    • 20% ResEffect(RunSpeed)
    • 0.945% Resistance(Fire)
    • 0.945% Resistance(Cold)
    • 1.875% Resistance(Negative)
    • 15% RunSpeed
    Code:
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  12. Quote:
    Originally Posted by Bosstone View Post
    Buffalo buffalo Buffalo buffalo buffalo buffalo Buffalo buffalo.
    ...Buffalo.
  13. Quote:
    Originally Posted by Arcanaville View Post
    Implicitly, that's how I myself personally define versatility. Given all the different situations the game can throw at us, combined with all the different situations our team mates can throw at us, how many different tools do we have to effectively deal with all of those different situations.

    My Ill/Rad was the first of my alts that spent a significant percentage of her leveling on pugs. Versatility was not just useful, but practically mandatory back then. Its where I first grew to appreciate how many different ways she had to deal with often highly suboptimal situations.
    LOL. That is the most diplomatic way I have ever seen of saying,

    "When you find yourself on a team of complete ****** who can't tell their ******* from a ******. What the **** am I doing on this ******** team! ********* ********** AE ********* **** pie ****** back of the head ******* Social Security ************************************ ***!!!"
  14. [My 2 cents, because I want a break from work, and I haven't read the whole thread...]
    I love my Ill/Rad. [And I think Local Man (if he hasn't already) will vehemently agree with your premise.] I also mostly agree, in the following way: If someone was to say to me, "We're going to run some PvE content, not sure what... Pick an AT that you think will be OK in almost any content..." I think I would pick my Ill/Rad first. Main reason: I can do significant damage without ever being un-invisible or generating aggro. (ie, Confuse + Phantom Army). [But that's just one main reason for me; there are other reasons, of course, and others will certainly mention other criteria.)

    Now, there are most likely several others (Crab seems to be a good possibility) but that's my quick take. Now to read the rest of the thread...
  15. Quote:
    Originally Posted by Necrotech_Master View Post
    im not surprised at the fact bobs burgers was endangered, it looked terrible on the few commercials i saw of it and the rare times it was on cartoon network

    as for family guy and american dad i would almsot certainly expect renewal

    ive never seen or cared to see any other show on the list so doesnt really bother me lol
    I'm going diametrically opposed here: I was a loyal Family Guy/American Dad fan, until Seth McFarlane went UberBitterAngryHatey on every single person in the world.

    And I find Bob's Burgers to be one of the funniest and most original shows on TV. I really hope it gets renewed, but Fox has a history of being really dumb in picking shows to stick with.
  16. Great classic movie, awesome lines ("State of the art BANG-BANG!", "Guns, Guns, Guns! C'mon, Sal! The Tigers are playin'... To-night! And I never miss a game!" "Madame, you have suffered an emotional shock. I will notify a **** crisis center." "I'll buy that for a dollar!").

    No need at all for a reboot.
  17. Yay Philly! Stickin it to Tha Man.
  18. Quote:
    Originally Posted by Kahlan_ View Post
    Out of curiosity is there any way to breakdown an alpha ability? I've created a few by accident that I would like to breakdown...
    I don't know if it's possible, btu in any case, I wouldn't reccommend it. You may find use for them later, and the conversion rate will be harsh. Better to keep them for a potential rainy day, in my opinion.
  19. /signed , and /signed to ditching the Combine mechanic.
  20. Wow, it never ends. Let's "Break it Down," as it were.

    Shards, like any other thing in the game, are created for one reason, and one reason alone:

    TO GET YOU TO PLAY THE GAME [MORE].

    This is achieved in various ways to satisfy various different player demographics, as has been discussed in many other threads. (Power-gamer, RPer, marketeer, etc.)

    So if that is the goal, (and nyah, I'll assume for the purposes of this argument that I am right), then if you provide 'perfect fungibility', the goal will not be advanced.

    The Breakdown mechanic is provided so people getting large amounts of undesired salvage can use that salvage in some general, versatile way, while not losing 'all' the 'stored value'.

    The recommendation would be, Never, Ever do the exchange... unless you desperately NEED the one (or 2-3) extra shards that can be gained by a straight Breakdown conversion.

    Now here's the kicker: You might want to hold off from doing the exchange for a time if it is likely that in the near future, you will do the TF/etc. it takes to get the component for which you need the shard.

    So you might have to wait a day or two or even a <gasp!> week. Or run that TF/etc. you like less than other content.[/b]

    But what it’s REALLY nice for is this:

    You get to the end of an ITF, and are One (!!) Shard short of the one component you need to craft that rare. But you have 5 Infinite Tesselations from the blasted Khan you helped 5 friends get last week (I think that’s the correct component). So you take one of those components and <EEK! GASP! HORROR!>, You Burn it to make One Shard. O THE PAIN, THE AGONY!FOR SHAME! SO MUCH LOSS, THE TORTURE!

    So now you make the component, craft the rare, Slot it, and you are the Baddest MotherFather EVAR! Was it worth it? THAT would be the question YOU need to answer For Yourself. It was for me.

    (last 2 bolded paragraphs shouldn't be bold, but I can't fix it. )
  21. Quote:
    Originally Posted by magicj View Post
    It's a generic term commonly used to refer to Empaths, Rads, Kins, Darks, Thermals, etc. I mean no offense by it and if I've offended anyone by using the term, my apologies.
    Here's your problem.

    [As I understand it:]
    In CoX, the term 'healer' is generally used by the cognescenti (that's 'people who know what they are talking about'), as a slightly derogatory term for someone who either

    doesn't know any better (ie, new to MMOs)

    or

    has transferred over to this game from another game (we will mention no names ), where the 'holy trinity' of "Tanker/Healer/Damage dealer" is an intrinsic and inviolable part of game design.

    It is a term that implies that the person playing the 'healer' does not have enough imagination to understand that 'healing' as a primary mitigation technique is a subpar, unimaginative, and reactive strategy as opposed to a proactive solution, such as debuffs, buffs, active defense, terrain-use, etc., which strategies, in this game, are far superior in nearly every circumstance.

    But that's just my understanding/opinion.
  22. Quote:
    Originally Posted by magicj View Post
    Healers are Rads and Kins and Empaths and Darks. All of them bring debuffing or shields in addition to the heals.
    LOL, srsly. Never call a Rad a 'Healer'. That is an insult deserving of a Forever Ignore. The accidental heal aura that Rads have is like putting a band aid on a severed limb, compared to the Phenomenal Cosmic Power of the Debuffery.

    What makes this game great is the utter lack of a NEED for a 'Healer'.

    Magicj needs what is known in the real world as a "Paradigm Shift."

    Your reasoning and assumptions are Invalid.

    You must Unlearn what you have Learned.