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Posts
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Quote:No need to research at all. Directions go out over broadcast nearly every single time the event rolls around, which only makes it more surprising when I see someone broadcasting the wrong set of directions. Besides we've had a year now for people to become familiar with this.The mere knowledge that one must do research on the event in order to complete it successfully shouts "EPIC FAIL!" to me. I noticed [the one time I bothered to participate this year so far] that the timer resets once the banners are defeated, and this is a good change. But this event is still too much bother for many people. I admit to being one of them.
Quote:In the span of about 3 hours after midnight last night I came across 4 banner events, and only one of them had more than 5 people participating in the zone. Despite fighting at different banners, needless to say, they were never made vulnerable. The 4th one there were 8 people hitting all 4 banners and we did make the banners vulnerable, with about 15 seconds to go.
So, its more like a single team with the right mix of ATs than just any single team.
Now I'm not trying to say they need to make it possible for 5 characters to beat the banners. However, one possible tweak would be something like maybe the lead time between the beginning of the event and when the critters start appearing around the banners scales with the zone population. You can recruit full teams in the wee hours, it just takes longer. -
Quote:I'm sure people will continue to go round and round about the banner events as they have in the past. In my experience, I've seen it taken down by a single team and possibly one or two strays. Of course, there are still people that don't understand the easiest way to handle it and group up on a single banner before they're vulnerable.I had no trouble on my L36 scrapper, nor on my uber-tanker (my L34 Storm/Ice defender; which gave me a huge laugh when some L40 griefer opened the door next to me and teleported away, and I proceeded to wipe out his mob).
My blaster, though had a hell of a time beating anything that came out of a door. I only had one trip to the hospital, but, after about 5 or 6 fights ending up barely alive at the end it was just too tedious to bother continuing.
Overall, I'm not impressed. The banner thing needs some major tweaking, given that if you play in the late hours I do, you may as well ignore it completely since you'll never get enough people together in a zone to take them out. And I've never liked the zombie apocalypse. It's interesting the first time you see it, but there's just no point to it. It's basically as fun as street sweeping and how many people do that?
As for the ToT mobs, being unable to target them until they've finished their spawning animation means they almost certainly get the first hit in. I believe there was also a recent change that prevents powers from being interrupted (due to an AE exploit) that may be affecting them. It seems that they'll always get that shot off no matter how quickly you hold them. -
Quote:Are you certain of this? I hadn't specifically tested SO for the -recovery and -end, but I can attest that Jolting Chain never passed -recovery/-end beyond the first target during beta.the synaptic overload puts a confuse symbol on everything it hits because its still applying the -recov and -end portions of the power as well
its only a mag 3 confuse so it wont affect higher than a boss unless domination is up and its the first target in the chain, but it will still show the confuse symbols because of the -recov/end portions of the power -
You can reduce the recharge time, but just like Mind Link you'll need to use multi-aspect enhancements to do it. That and a healthy dose of global recharge. Of course, without the power boost backing it up I don't think it's a goal worth shooting for.
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Are we talking the final mission for access to the Midnighter's? If so talking to the Latin student wouldn't constitute any kind of fight and wouldn't need to be dropped.
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All the capes and auras look good. I wish I had the cash to drop on this and the mutant pack I still haven't picked up.
I do feel it a bit disconcerting the frequency that these packs are coming at us though. -
Updating: I just checked in game and Link Minds does not accept Resistance enhancement. According to the rules as I've understood them, it should be affected by Power Boost. I'll pm Castle and ask him if this is working as intended.
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I respec'ed out of Link Minds when I noticed that the defense wasn't be affected by Power Boost so I can't check right now to see if the Psi resistance can be enhanced. I'll maybe make a mock build with my second build to check it later tonight. It would certainly be nice if it didn't and we could get the flag turned on to PB Link Minds.
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*sigh*
Somethings look so good on paper. I really had my hopes set on some PB'ed Linked Minds, but having just hit 41 today I noticed that LM isn't affected by Power Boost. There's a very small resistance component (1.7% to psi, thanks a lot) that puts it into the category of powers PB can't touch. Looks like I'll have to spend a respec... -
Mind has three very useful aggro-free powers in Mass Confusion, Mass Hypnosis, and Confuse. Having a bit of stealth allows you to move ahead into an enemy's normal perception area and use these powers to hit the greater part of a spawn. Without some stealth you may be a bit more cautious and miss a few of the enemies that stray towards the back of the group.
Also, if you're considering this combo then I strongly suggest considering Power Boost. It's very useful for increasing the duration of your controls and increasing the the strength of your heals. Where it really shines is when used with Fortitude. A well-slotted Fort can provide 18% defense, but a well slotted Power Boosted Fort will break just over 31%. That's as good as Forcefield's ally bubbles and it covers psi defense as well. -
Quote:Neither concept was there a priori, however, they both developed for the survival of the species.Yes, after... how many thousands of years? How long did it take for humanity to develop any true language? Any bets on whether or not our basic concepts of morality took essentially the same time to develop? Probably a fair guess.
Quote:My points being that there is a considerable difference between communication and language, and morality is neither a mystically nor biologically ingrained human trait, any more than language is. Believing so is a failure to recognize the power of the choices we make. Language and morality are as much human inventions as nuclear reactors are.
Could are moral judgments not be affected by such a similar biological underpinning? Yes.
Bear in mind that I am not suggesting that morality pops from the ether of evolution, but is simply influenced by biology to a degree. This is the difference between thinking that all my moral judgments occur internally in a vacuum and recognizing that they are shaped by many factors. But perhaps, I'm detecting a bit of determinism v. free will arising here, as you seem to want the value of human choice. -
Quote:Note that I did not indicate feral children developing speech. They do, however, have means to communicate with grunts, groans, gestures. Other species also communicate through vocalizations. So while specifically stating speech is unnatural, we can make the argument that communication, on the other hand, is natural.It's more basic than this. If a human isn't raised in the presence of language, the ability never occurs "naturally" - feral humans don't HAVE language. It's natural for ANY animal with vocal cords to VOCALIZE in order to express fundamental states or desires - "*moan* hungry!", "*rahrr!* angry!", "*eeee!* afraid!" That's it.
Quote:Morality is just as "natural"... i.e. it ISN'T.
Saying otherwise is naively optimistic, and flat wrong. Makes for a comforting world view, and anyone who wants to see humanity that way is welcome to do so. I prefer the realism of knowing that morality is NOT my natural state, taking comfort in knowing I was raised that way, and seeing my own lapses of morality as opportunities to better myself.
There is room in this philosophy to recognize instinctive thoughts, learned behaviors, and cultural influences. Going back to our language example, the basic vocalizations of a feral child are far from being or even becoming a language. Yet language exists, here in our natural world based on those fundamental sounds that we all produced, unnatural as it may be. A simple need gives way to a complex system.
Of course, recognizing the source of some thoughts does not absolve one from the responsibility to act or not act on them. An impulse is not a full moral decree. It is only (and in some matters, not even) a part of it, the remainder is learned. Knowing that my sexual thoughts are natural does not excuse me to attack women. When I reach a moral judgment I consider my own desires, the desires of others, my perceived moral obligations to my community and the world. Recognizing the natural instinct to procreate doesn't make me an immoral monster, but it does let me come to terms with a desire that has been denounced by religious institutions.
Ultimately, I am still the agent of choice in my moral judgments. I lack the pomp, however, to say that they are not influenced by biology, society, and my own quirks. -
Quote:First, remaining true to one side doesn't mean I (as the player) lose access to any content. The character loses access. I, the player, can still take part in the a Posi TF or LRST, but I may have to switch to my other characters to do it. To me that's not a terrible inconvenience. You could say alignment locks you out of tasks the same way level does.I cannot yet see any point in remaining true to your original alignment in terms of game reward or any advantage to doing so. A-Merits are available to Heroes and Villains equally so whichever side I start out at, from level 20 I can swap and start earning them at will. The worst penalty for side switching is a slight loss of time available to earn merits.
Yet if I start out as a hero, and I steadfastly remain a hero (or villain as the case may be) then I'm technically penalised - I miss out on content that is available to people who do side switch.
To me this seems very odd - when it's a fundamental tenet of the game that you pick a side from the start. Sure Going Rogue allows you to swap but it's almost forcing you to swap sides at least once - and if you don't, then you're losing out.
In my game experience, the penalty to switch sides is much worse. In order, to switch one degree it requires two days minimum. To return to my alignment burns another two days. That's potentially two a-merits I could have earned, easily a LotG +7.5 Recharge or Miracle:+ Recovery, both items that sell for around 100 mil.
Given peoples different modes of play, A-merits will have different value. If you marketeer maybe 100 mil is chump change. Perhaps you only use SO's and have no intention of working towards an IO build. However, I like playing and building characters for performance so those a-merits are worth a great deal to me. -
Quote:If we want to draw a parallel between language and morality, consider this. Speech is a natural method of communication, but what is the default manner of speech? Is it natural to speak Japanese? Sure, if you live in Japan. A group of humans that develop in isolation will develop their own means of communication i.e. feral children. It is natural to try to communicate however, but a single method of communication is not.The same way they have to learn to walk, which is the default travel method of humans - or learn to talk, which is the default communication method of humans.
Likewise, there may be a general moral sense as their is a general means and desire for communication. This would suffice to explain and our sense of empathy and why there are some taboos that are nearly universal. However, that means there is still a large part of morality that is learned and relative. -
I'd have to know more about your build to recommend anything in particular.
Generally, though I would have to give tough/weave a thumbs down for an ill/rad. An ill/rad's survivability is coming from perma-PA and PA's ability to taunt, which works dramatically better against tough single targets.
Also, how tight is your build? Tough and Weave may not offer much if you can't spare some slots for Weave at least. You could take some of the stealth pool as mules for LotG, slotting an additional 3 if haven't used many yet. Even leadership would give you the option of muling two LotG's if you go with Maneuvers and Vengeance, as well as picking up some situationally useful powers.
I'd also consider what other powers you may have skipped. I tend to skip Mutation, for instance, but will be picking it up with i19. My mind/rad will be dropping Stealth (I used it for LotG), picking up Mutation and Leadership. It's already a strong team player, but the ability to veng and rez is looking nice. -
Quote:Perhaps, in the interest of discourse, you could expand on why you think this.That's a silly and negative assumption, and is really rather dumb - why would being invisible mean you'd become a bad person?
You see, I find it really overly optimistic and rather dumb to assume otherwise - why would a person free of consequences maintain an upstanding moral character? -
Quote:The point I danced around was the oft debated "three strikes" rule. A third felony charge means extended prison time. A drug possessed in quantities above a certain threshold becomes a felony. An individual selling illicit substances can be incarcerated for extended periods without committing a violent crime. To the point: there are individuals serving long term prison sentences that have not committed violent crimes.Drug possession is hardly a violent crime, what they use the drugs for on the other hand . . . for example if someone uses drugs to render a victim incapable of resisting sexual advances. Same goes if they commit a violent act while stoned (by that I mean murder etc).
Being under the influence doesn't fly for people under the influence of alcohol so it sure as heck doesn't apply to drug users.
An individual with multiple DUI's will only be charged with misdemeanor offense until they cause significant injury, property damage, or death at which point it becomes a felony offense.
To me there is a dissonance there. -
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Approximately 1/4 of the prison population is imprisoned on drug related charges. How many of those do you think are marijuana, a substance that has had a far smaller destructive influence on our society than alcohol?
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Confuse can lower xp if the enemy deals the majority of the damage. However, bear in mind that as long as you do half the damage you still receive 80% of the xp. As a result confuse generally will increase your xp over time as opposed to reducing it.
In pvp, there is no protection from mez effects, but their durations are far shorter than in PVE and will be further reduced by resistance. Confuse will cause you to target both allies and enemies. If you can isolate your target away from your allies then confuse will have little effect.
Finally, no Domination does not provide protection from -recharge. There is an IO, part of the Winter's Gift set, that can provide 20% resistance to -recharge. -
You have a 10% chance of it affecting you when you cast Earthquake. Beyond that the recharge will go to the pseudo-pet and not affect the PC (or the pet for that matter). So yes, it can affect the caster but only once per casting making it not worthwhile to slot in Earthquake.
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I'm doubtful Contagious Confusion is the cause. It's been rumored to cause aggro before, but in my testing has never done so. In fact, I left my illusionist confusing one of the GM's on monster island for nearly an hour without ever drawing aggro. With a recharge of about 3 seconds, it should have fired about 720 times in that hour. Even with a bug occurring <1% of the time, it would have likely appeared in that sample size.