ketch

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  1. Quote:
    Originally Posted by Rodion View Post
    I can't know for sure, of course, but if we have 100,000 players in the game, it's not unreasonable to assume that 1-2% have been running trials endlessly for months. This is based on my running trials with dozens of my own characters across four servers while watching numerous other players run the same characters through the trial every time.

    I thought it was obvious from context that I'm talking future incarnate abilities that would be opened up by the upcoming trials. If you allow the threads and salvage we have now to open the new incarnate slots and build the new powers, then thousands -- okay, hundreds -- of players will have those new powers 5 minutes after they log the first time, without running any of the new trials.
    I quite agree with Rodion here. You don't build the game to cater towards a very small minority. You work to cater to a broad audience. The exception to this, of course, is when you're trying to make the game inclusive, for example, adapting to color blindness or remove effects that cause migraines. You don't build to satisfy someone's sense of entitlement.

    Quote:
    The other problem is that many players feel cheated when others are able to get something immediately and they aren't. The devs don't want parts of the player base to become disenchanted when a subset of players gets something "too fast."

    Yes, I agree totally that people who did all this work to get all this salvage earned it. But human beings are notoriously illogical and jealous. They don't care that people earned something. At the very least, they feel cheated because they just don't have the time to run the same trials endlessly to hoard 800 empyrean merits, thousands of astrals and dozens of rares and very rares. These people wouldn't think it "fair" that hoarders would be able to get a head start and get all the incarnate powers five minutes after logging on.

    It's roughly analogous -- though obviously not identical -- to the people who ragequit the game because of PLing in AE. They feel the whole experience is cheapened because some people can get something quickly and they can't.
    This is a poor analogy. AE farms have largely skewed the risk/reward table using blatant exploits, such as the Mito and monkey farms. Hoarding parts from iTrials requires the same investment of time and effort whether that is spent now or after a new trial is released and requires all players to participate. There is a world of difference between door sitting the way to fifty and actively participating in the iTrials to secure the next big thing.

    Perhaps a more apt analogy would be when the invention system was introduced. Veteran players had accumulated much, much more inf than newer players and could easily afford to buy the IO's and recipes they desired as they came to the market, while others labored through the same TF's again and again. Where was the outcry for fairness then?

    Quote:
    Originally Posted by Hyperstrike View Post
    Which is kind of what I'm irritated about. Now, if it is merely a difference between running tons of them to build stuff up that's one thing. If its' "SuperJoeBlow ran 30 trials and got all the salvage he'll need to craft tier 4's" while SuperJohnDoe runs 10x that many and is still having problems getting stuff together or is having to cash in Empyreans due to the luck(lessness) of the drop? That's what irritates me.
    I agree with this 100% and I have commented as such in other places. Progress to the third and fourth tiers seems to hinge on luck. The deterministic path to acquiring these things should produce faster results on average than random drops. As it stands now, I have only rarely built a piece of rare salvage with Empyrean merits and never done so for a very rare. In my opinion, the drop tables should be replaced with astrals and emps of an equivalent value. That would do away with the need for silly conversion rates and the feeling that you got a booby prize when you get yet another uncommon.

    Really, I think a system like the one Zortel describes would be best, eschewing the need for a new currency entirely and preventing hoarding, but that boat sailed a long time ago.

    Quote:
    Originally Posted by SlickRiptide View Post
    The only saving grace in the whole thing is that nobody actually needs to ever become an incarnate.
    Unless you want to experience the new content. Just like you don't have to level beyond 30 if you don't care to see the content there.
  2. ketch

    god help me.....

    A mind/fire dom may be to your liking. It won't knock your socks off right out of the gate, but Mind is a safe control primary and Fire is a very good assault set. It's also a combo people have used to do some crazy things like solo the LRSF.
  3. Quote:
    Originally Posted by gameboy1234 View Post
    These are good ideas, esp. the Def Resistance. I personally would like to see powers in FF that no one takes addressed also. In particular, Detention Field and Repulsion Field.
    I'm a little wary of the idea of buffing others with Def Resistance. On one hand, it would certainly set FF apart from other sets that can buff defense and it would make the set desirable to have around even for Armor sets that are capping themselves with IO's but have little Def Resistance. It's really a tough call to make.

    Quote:
    Detention Field: While being "out of phase" is a cool concept, in practice players (esp. teammates) seem to hate it. Change this to a 4.7 Mag Hold, straight up. No other changes needed.
    I know it's been suggested before, but I'll reiterate the idea. It would be nice to see DF with a large amount of -regen and -recovery (perhaps even a very large magnitude hold). Sometimes caging an enemy just gives them the chance to regen or self-heal. It would be nice if it really put them in stasis. Of course, it comes with the problem of how to apply those affects only when the cage actually works.

    Quote:
    Repulsion Field: This one is harder, because I don't just want to make it like every other power out there, but I think a slow movement, slow recharge, and a small -def debuff PBAoE Toggle would be a thematic changes. Instead of being thrown about, targets are hindered by the lines of force you produce! The -End per enemy hit will have to go away, but the base endurance cost could be increased.

    I'd also like to see FF get "the stalker treatment." Add a small, unmodifiable, and unresistible debuff to some of the powers. This is a different idea than the debuffs you mention, so I think it would have to be one or the other.

    Detention Field: -5% Recharge, unresistible (and doesn't depend on the Mag hitting).
    Repulsion Field: -5% Defense, unresistable
    Repulsion Bomb: -10% Resistance, unresistable
    Force Bubble: -5% Damage, unresistable

    Or there abouts, not sure if the numbers make sense.
    I agree these powers could use a boost. I've seen -tohit suggested often and it makes thematic sense to me at least.
  4. Quote:
    Originally Posted by JelloMold View Post
    Detention field with a couple cheap +Mez Hami-Os locks down every AV I've tried it on up to and including Ghost Widow in the STF lieutenants fight. One shot, and the fight is that much easier. Romy doesn't beat on us with his sword while we burn down his angry puffballs. Riptide doesn't skewer us while we slaughter his pal. No one calls for air strikes while we chase that damn teleporting Duray around Skyway City.
    Adding to this: in the Underground trial, you can cage the regenerating Lichens during the battle with the LIWW. That's a heck of an easy way to cut off some of it's regen. If you have two bubblers with DF, pull the LIWW to the corner, and it should be a relative breeze.
  5. Responding to two things here that stray a bit from the course of the conversation

    Quote:
    Originally Posted by Positron
    After you’ve played through the game on a character, you know most of the stories of the game. You can now make a new character that has a background that meshes perfectly with the game world… but where is the creativity in that? CoH characters are specifically generic so that your imagination can run wild with them. You have the creative license to introduce your own background into the CoH world at this point. You would probably take care to make sure it didn’t contradict any established lore, but if you did have a great idea that you absolutely wanted to run with you wouldn’t let that lore get in your way.
    When people think of creativity the default image to jump to is the creative artist, a person working with a blank canvas, making the vision in their mind a reality. But what of the creative inventor, a person limited in scope by a particular problem? They don't merely discover a solution to a problem; they invent, or create, the solution in their mind then work to make it a reality as well. However, they do so with a great number of limitations. Didn't inventing the light bulb require not only knowledge but a great deal of creativity to think about the problem of lighting in ways perhaps no one before had?

    In the case of the player, the problem is "How do I create a character that meshes with this pre-established world but still stands out?" Not only is their the lore to contend with, but there are a wealth of cliches and tropes from the superhero genre to avoid. It becomes a very good exercise in creativity and thinking outside the box rather than pretending the box simply doesn't exist.

    Quote:
    Originally Posted by Rubberlad View Post
    Now see, I saw his closing statement still in the context of his operational position - ie what kind of boss would I be if I hired new staff to be creative but then held them back from doing the job I hired them to do? It's Posi being honest and still making the best operational decision he can make without feeling like a hypocrite.
    When a designer is hired to create or redesign a logo for a company they are hired to be very creative. However, they aren't give a blank canvas with absolute artistic freedom; they are held back by a number of things: brand recognition, corporate philosophy, target market, etc. They should acknowledge and utilize these things to their advantage. This is the thing that often separates a good artist from a good designer.

    So I must disagree. Asking a person to be creative in a limited space isn't hypocritical if they are well aware of the limitations and challenges ahead of time. Part of the job is in the give and take of what you can and can't do.
  6. Quote:
    Originally Posted by CBeet View Post
    I really want to try Burnout, it looks like it could be an awesome panic button panic button. Used all your panic buttons? Use Burnout for more panic buttons. Kinda want it on an Elec/Regen Scrapper, or my Inv/SS Tank for chaining Unstoppable, Dull Pain and Rage together for epic stacking and god mode time.

    Been thinking about Burnout theory for really abusing the power. Multiple Carrion Creepers? Dual Gang Wars? Illusion/Storm Controller with every pet out twice? Stack Empathy/Pain/Thermal/Cold buffs/debuffs on everybody.. Could be a fun tactical power.
    Unfortunately, Creepers will replace the old set so you can only have one at a time. And if you're thinking two sets of PA, it works the same one: we're only allowed one at a time. You could, however, throw out multiple lightning storms and tornadoes with a stormie.
  7. I find Midnight Master to be pretty off-putting and the one part of the arc that I really didn't enjoy. I really enjoyed the first half of the zone though and it is nice to see magic is still very present in Praetoria.
  8. Quote:
    Originally Posted by Aneko View Post
    I find it to be very useful with nothing but endurance reduction. Other powers keep them from scattering.

    Arctic Air does not take Accuracy.
    Ah, it's been quite a while since I leveled it and had forgotten that. It still can benefit from accuracy however, but must use IO's to acquire it. The same is true of Choking Cloud.
  9. Ahhh, I just remembered the bit from Futurama when Bender met god: http://youtu.be/FbinE6bx8xM
  10. Quote:
    Originally Posted by Nox__Fatalis View Post
    Time crawl is garbage outside of maybe AV's. You'd have to be targetting something that can't already be completely debuffed by other things besides slow, yet also resistant to slow. But for most ATs, they are stuck with it.

    That makes the hold better, but still not particularly great. Both have a to hit check, the mag 4 duration is short, and it's a lot more end. The hold has no synergy with a -rech either. It's just a bad use of powers and end.

    Mending is awesome, but needs good slotting to shine.
    I need to test, as I haven't seen any mention of it, if Time Crawl or Time Stop self stack the -regen. If so, I think they may be worthy powers; if not, then they're only mediocre, particularly Time Stop on a controller.

    Quote:
    Time's juncture basically makes the set for Defenders (coupled with Farsight), but every other AT, including corruptors, got severly nerfed versions of both powers. As someone who likes to blast and debuff, the corruptor numbers particularly miff me. They should be higher than controllers imo.
    Corrupters and Controllers share the same debuff values across all sets. Why should Time Manipulation be a sudden exception?

    Quote:
    But anyways, basically the numbers are so low on the -tohit and +def of the powers that it takes serious slotting and other +def powers to make it worthwhile. I understand that controllers are probably sick to death of /rad, but -25% to hit compared to -12.5%? (less than 25% def total between TWO powers). Yeah.
    I think you're looking too much at singular powers here rather than what the set can do across the board. RI beats out Slowed Response in -def and Time's Juncture in -tohit. However, time compensates for that in Farsight, which provides +def to offset lower -tohit and +tohit to offset lower -def. Additionally, Time does not rely on enemy based toggles which many find inconvenient and cease to function when a.) the anchor is defeated or b.) the caster is mezzed. Also, consider the fact that while -tohit and +def are doing essentially the same job debuffs are resisted while buffs will retain their effectiveness against higher conning enemies.

    Quote:
    Distortion field is the bomb. There's very few things that can substitute for controlling the mobility of enemies. Especially in midsize groups midlevel. You have a lot of enemies and aren't killing them instantly, and keeping them all together is crucial. Controllers can aoe immob, but it doesn't come with -rech, a chance to hold, and doesn't last nearly as long for one cast, and requires a to hit check. Ice and earth controllers may not have as much use for it as others. Elec too, depending on group makeup and use of static field.
    I use Distortion Field in conjunction with Static Field. SF has a small -recharge attached to it that helps floor the recharge of enemies in Distortion Field. I could see Ice doing similar and Earth using it for extra magnitude on top of Volcanic Gasses or to slow down the attacks that leak out of a a mob bouncing on Earthquake.

    Quote:
    Temp Selection. I cringe that some people say not to take this, it's like saying don't take fortitude with your emp. I can understand skipping it if you have other crucial build-making powers to take beforehand, especially as a controller (like combat jumping, weave, maneuvers, stealth, because you'll pretty much need ALL OF THEM to make up for the low numbers on juncture/farsight). But it should be picked up whenever there's a lull in power selection.
    I'll agree with this. The recharge and damage bonuses are quite worthwhile. I wouldn't put it as high as Fortitude, but it does seem a bit better than Forge.

    Quote:
    Farsight. Crucial power, been talked about already.
    Agreed.

    Quote:
    Possibly most efficient char is elec/time controller. Possibly the fastest overall killer, takes more work to make them sturdy, but can be done, and with static field and constant end drain, you limit how often the enemies can attack, which amplifies the mitigation of the -tohit.

    My greatest dissapointment has been Fire/Time, with Ice/Time in second place. Fire time was just a joke, things running out of hot feet and juncture, with both draining so much end that I couldn't keep everything immob'd. At the same time, everything hitting me JUST FINE because farsight doesn't come till 28 I think, and not enough recovery left over to power other +def pool powers. Maybe at 50 they are great, but I don't have the luxury of leveling that fast.
    My immediate notion with Time was to pair it with those sets that lives in melee. Unfortunately, it does seem end heavy and that's a disadvantage for both Fire and Ice as they struggle with their own endurance issues. Electric Control seems like a natural synergy since it helps manage those endurance problems, takes advantage of the PBAoE effects, and layers on some early mitigation with it's confuse.

    Quote:
    Ice/Time was sad because even with 6 confuse DO's in arctic air, the confuse duration and overall effect was pitiful. I guess people love the 50 proc in it, but until then the confuse part is crap. The slow and afraid is good. But like with fire, the group will scatter and you will have your end sucked from you.

    That was my long list of opinions on the powerset after playing it and nothing else since i21 went live.
    Six slotting a power for anything is generally a poor decision. In this case, you're ignoring the fact that Arctic Air must make a hit role. So no matter how long the confusion duration, it won't apply until it actually hits. For SO's or common IO's, I'd recommend slotting 2 acc/2 confuse/2 end reduction in AA and you'll see much better results.
  11. I'll echo Tex's sentiments about AA. To me, it's the defining power of the Ice set. Without AA, I would at least consider Shiver because Snow Storm alone won't floor anyone's recharge. When you face enemies that con 3 or 4 levels higher, you'll really start feeling the lack of a second reliable source of -recharge.

    I'll disagree, however, with Tex's advice on APPs. Considering the level of defense you've acquired mezzes should rarely get through. You'll still have to take care around certain enemies, particularly Carnies and Rikti. I would be tempted to recommend Earth for the self-heal, but it seems you've gone with the Ice APP for both utility and theme.
  12. Say hello to mind control... nobody really notices that the enemies aren't swinging back or that that ambush has suddenly stopped in their tracks. Heck, you could pair them together and be the ultimate unnoticed hero.
  13. Quote:
    Originally Posted by Frostbiter View Post
    You could use it to recharge itself. Thus causing the universe to recursively implode.
    Quote:
    Originally Posted by lankey View Post
    It could recharge itself.
    I'm sure the standard code rant applies, but I would think that Burn Out could be flagged to recharge itself.

    A curious question: does anyone know how Burn Out affects powers like One with the Shield and Strength of Will? Does it circumvent the fact that these powers are flagged to ignore +recharge?
  14. I've been enjoying elec/time, but I feel it's about to hit that 20ish bump like I did with my elec/rad and elec/cold. Maybe it's because moving into melee starts to get a little more difficult at that point or maybe it's due to the mezzes that start flying around and having to retoggle.

    I really want to get an electric to 50 and have a complete set of control primaries again.
  15. Quote:
    Originally Posted by Benchpresser View Post
    One more thing...

    Unai Kemen should be Nuked from orbit- it's the only way to be sure.

    (I did his arc ONCE, never ever again, I'd rather solo Dr. Q 5 times in a row 1st....)
    QFT. Not only is each individual mission repetitive with their 20 glowies, but it's an overall snooze fest of "Go look there. Done? Now, go look over there."

    I personally find the lore behind all the multi-dimensional hijinks pretty interesting. It's a thread that runs throughout all levels if you read the descriptions, plagues, and clues. I'm not sure I would want it all streamlined, but Unai is definitely an example of where some good ideas were poorly executed.
  16. I just tried it ingame and noticed two things. There doesn't appear to be an extra tick of damage for containment. Additionally, the damage and tohit rolls are reported in the pet damage channel. Spring Attack is likely using a psuedo-pet like Lightning Rod does, which is why LR doesn't break a stalker's hide, and likely doesn't benefit from containment.
  17. It probably doesn't help much, but according to City of Data, other pool powers including Boxing and Flurry do benefit from containment. So I would assume that Spring Attack should benefit from containment as well though that assumption is untested.
  18. Quote:
    Originally Posted by ChrisMoses View Post
    That was mainly the thing... Elec/Time are both two unique playstyles, so together there are a few questions.

    Like... Is it even worth slotting /Time's powers with Slow enhancements? That just slows movement speed, not their recharge speed, right?

    Just seems weird.
    That's right. Slow enhancements only affect run/flight/jump speed and not the amount of -recharge.

    As for elec/time, it's drawn my interest for the variety of mitigation it offers. Controls, slows, end drain, and a nice combination of def/-tohit. Quite a good grab bag in my opinion.
  19. Quote:
    Originally Posted by SkullThuggery View Post
    There's a reason why it doesn't apply to pool powers.
    Which is?
  20. I thought they devs intended to port many on the new enemy costumes to players; for instance, we've recently been given the IDF armor. I believe they also mentioned making the new CoT pieces available at some point.
  21. You could move all the undesired characters to a server that you don't frequent. Take advantage of those low, low prices on server transfers.

    Hey marketing, what do I win?
  22. Quote:
    Originally Posted by UnicyclePeon View Post
    The Enhancement increases are a wee bit steep, but now I have 30 places to put IOs when doing a respec. So ... was barely worth it.

    The other storage increase options, like recipes, salvage, auctionhouse increases and vault size increases, are a total ripoff. Like, at least double what they should be. I'd say triple. 10 bucks (800 pp) for +5 recipes? Even tho its on all characters, its still nuts. Now if it were 250 for +5, then I'd be up for it.

    Lewis
    I saw three benefits to the Enhancement expansions: the first was the added space for respecs, the second was more room while crafting, and the third was more enhancement drops during low levels when I might use them.

    Now, I'm just waiting for them to sell a version of the portable workbench.
  23. ketch

    Time Overpowered

    Quote:
    Originally Posted by Edana View Post
    Power Boosted everything is literally overpowered, that's kind of what it does.
    Except for PB'ed heals that can't keep up with incoming damage, or PB'ed controls that add unnecessary duration, or PB'ed debuffs that are highly resisted by AV's, or... well, you get my point I think. Really, Power Boost, while a nifty power, only shines brightest when paired with specific defensive buffs. Honestly, I'm surprised to find that the devs didn't throw in some token resistance to spurn Power Boost as they did when the gave Dominators Linked Minds (and it's unehanceable resistance to boot).

    A bit more on topic, I'm finding elec/time a fun combo for a controller. The -tohit in from Time's Juncture and the defense in Far Sight make getting into melee a little easier while the +recovery from Conductive Aura helps offset some of the endurance spent.
  24. I'm 0 wins, 5 losses, and 1 disconnect on the Underground Trial. Failure has most often come about due to the War Walkers wiping out most of the league and taking down Desdemona while she's unguarded. Is there a visual for when someone has been targeted or am I simply losing it in the visual noise?
  25. ketch

    Freedom? Hardly

    Quote:
    Originally Posted by Manoa View Post
    Then you guys might want to give the good folks over at MMORPG.com, PCgamer.com, G4TV.com, Gamepro.com and all of those other industry/gamer websites who are mislabeling the model as "free-to-play" to set the record straight that's it's actually a HYBRID model. And while you're at it, you may want to give a call to that other company who does hybrid models (not to mention every other company that offers a tiered model) and tell them their marketing their products wrong by calling it "free-to-play."

    Just sayin'...market perception is everything...
    It's hybrid when talking to current subscribers; F2P when talking to everyone else.

    Between the attitudes presented towards free players and the overwhelming feeling that we're going to be nickle-and-dimed, I doubt I'll be around much longer.