macskull

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  1. Quote:
    Originally Posted by Lucky666 View Post
    Because its a straight up nerf to power push and other high mag KB powers that's how and ya power push is up there with forcebolt and power thrust.. On Blasters power push only goes up to about 35 when increased with KB enhancers, defender 45ish, not sure about corruptors or doms but it's in between thos two numbers.

    Most people already build to protect from high KB but some don't and changing accro like this would make EVERYONE triviallize not only power push, force bolt etc high level KB powers.

    So bad idea is bad. Besides accro already use to be way higher protection they changed it, pretty sure they aint gonna change it again.

    I read the OP already. You obviously have holes in your builds that you can not plug for whatever reasons and thought you'd whine on the forums for a nerf for all high mag KB powers. I don't take kindly to such suggestions
    If it becomes easier for players to build knockback protection into their builds, surely you can figure out a way to work around that. Regardless, this is really about zone PvP, since just about everyone who PvPs in the arena will have enough KB protection to stop anything, and knockback is completely imbalanced in zone PvP with travel suppression and heal decay in their current implementation. It's bad enough that I can't get away and I can't heal, and now I'm knocked on my ***. No thanks.
  2. macskull

    PVP Io's

    The tested drop rate (as of I15-I16) was somewhere between 1 in 70 and 1 in 80 rep-valid kills - in other words, you're only going to get a chance at a drop if you get rep off your target, which means once every five minutes at most for a given target. It's a ****** system, but them's the breaks.
  3. Quote:
    Originally Posted by LuxunS View Post
    My widow that still gets knock-backed while held, even though it got fixed for everyone else over a year ago, would disagree.
    History of that:

    * I13 (December 2, 2008): Everyone with toggle mez/KB prot gets KB'd when mezzed, which leaves 90% of melee characters and anyone with Acro who doesn't have extra KB protection essentially broken. Bug reports filed.

    * I16 (September 15, 2009 - 9 months later): Toggle mez/KB prot bug is fixed... except for Kheld Dwarf forms and Widows/Forts.

    * I18 (August 16, 2010 - 11 months after I16 and 20 months after I13): Patch note published about fixing Widow/Fort mez/KB bug. Kheld Dwarf forms still broken. Issue goes live and it's discovered the bug isn't actually fixed.

    * Now (Feb 25, 2011 - 6 months after I18 and 26+ months after I13): Both ATs are still broken.

    If anything this should be an example of the rather poor track record when it comes to fixing PvP bugs, even though those bugs are game-breaking for entire archetypes. But of course, if there's an exploit related to PvP or rewards are dropping "too much," you can be damn sure something like that will be fixed quickly and quietly.
  4. macskull

    Group Fly

    Oh god, he's back.
  5. Are you accounting for slotted enhancements in your attacks being DR'd?
  6. Quote:
    Originally Posted by je_saist View Post
    (that's Windows Vista and Windows 7, they are the exact same operating system)
    giggle
  7. Invuln is better but neither is particularly good.
  8. Is con actually back or is he trolling us again?
  9. Quote:
    Originally Posted by ultrawatt View Post
    double xp doesnt work in AE.
    I remember the first DXP weekend after I14 when it did work in AE. Soooo many 50s...
  10. For reference, here's my SS/Fire/Mu on Black Scorpion's shard mission. The video was recorded before I18 so you're seeing old Fury and old Burn at work, but I reran it post-I18 and there was a negligible difference. That build was capable of pulling in about 1.3-1.5 million inf/min when running solo ambush farms, but as I haven't really kept up with the game since I18 I'm not sure what it could do with today's options.
  11. Quote:
    Originally Posted by Intrinsic View Post
    There needs to be a ban on using real-world analogies to describe CoX's economy. They tend to fit poorly due to fundamental differences between MMO's and the real world, and they sidetrack the discussions. Really, I thought Eryq made a fairly interesting point in the post to which I responded earlier, before folks started talking about gasoline.
    While it is true that some of the specifics don't necessarily apply, the fundamentals of economics (particularly supply and demand) certainly apply. If that weren't the case, we wouldn't be able to predict what might happen to prices on certain items when certain events occur (i.e. the merger, double XP weekend, holiday events).
  12. Quote:
    Originally Posted by eryq2 View Post
    Guides.... Play and sell. Kinda simple. If everyone needed guides, niches, tricks or anything like that then how do i have the stuff i have? I don't use anything other than selling drops.... Hard, huh?
    Obviously "play and sell" doesn't work for most people, or we wouldn't get the constant whining that things are too expensive. The "play and sell" method is based on luck and luck only, while actually getting your hands dirty and doing flipping/crafting/arbitrage only takes a bit of extra work but ends up paying out quite a bit more than simply selling drops could ever do.
  13. Shields and WP for armor sets, the entire Mastermind AT, Sonic Blast, etc etc etc.
  14. His point is still valid though >.>

    In all seriousness, my Thugs/Dark/Mace is one of my favorite characters. Have all the pet unique res/def IOs, running Leadership, and my pets are basically running around softcapped on top of all the -tohit, -res, and -dam I'm putting out.
  15. 1. Disable the self-rez in PvP zones.
    2. Give non-84-month vets some way to access the AH remotely.

    The self-rez is nice but not a really big deal, but the /auctionhouse command is huge. I should not need to be an 84-month vet to avoid the possible crashes or framerate drop that comes requisite with visiting the market. The /auctionhouse command nicely addresses the "OMG ALL THESE PEOPLE ARE RUNNING THEIR POWERS AT THE MARKETS" issue but it does absolutely no good if it's not available to more than a handful of players.
  16. I generally don't give two ***** about vet rewards as they're generally completely useless except for show, but yeah this one's a bit stinky as a vet reward. Maybe this'll get them to make a market interface for bases.
  17. Quote:
    Originally Posted by R-Tech View Post
    One of those purchases was mine. It's been 4 days since I put up the bid.

    Looks like my casually purpled Warshade is one step closer to being a reality!
    *watches eryq's conspiracy theories fall out of the sky in flames*

    I think the mindset of the market-ignorant can be summed up as "I don't know how this works, so I'm going to blame the people who do."
  18. Quote:
    Originally Posted by Arcanaville View Post
    One of the things I suggested to alter the tactical equation of gathering for buffs then scattering to leverage them
    Thing is, though, that really only happened (happens?) at the beginning of a match. You hung back a bit, got some buffs tossed out, and maybe if one of your Blasters was feeling ambitious they'd try and run in and get a nuke off on the other team right away, hoping for a quick first kill. Once the match actually got under way there was no gathering for buffs - buffers needed to be able to be all over the place making sure their teammates stayed buffed all the while often becoming targets themselves.

    The post-I14 buff period instituted before each match means there's not even an opportunity to get a quick kill off anymore, because each team has a full 30 seconds to make sure everyone's good to go.
  19. Quote:
    Originally Posted by DaveMebs View Post
    I work at a pizza store so I have sympathy. We also reduce the quality of our product in order to make the employees have an easier time.
    this is gold
  20. Quote:
    Originally Posted by BurningChick View Post
    DR would be somewhat more palatable if it were described in-game somewhere. Like, for instance, in the powers descriptions that says that DB gives +16.05% defense ... in PvP.
    The DR defense cap for squishies sits at about 20% - you can add as much defense as you want, but you'll never really go much above that point. For example, PB'd Veng takes my MM from 15% S/L defense up to 19.5% when PB'd Veng on its own is something closer to 45%.

    Unfortunately you can't really say how much defense (or any other attribute) a power will give you once you factor in DR. DR starts working at just your slotted enhancements - as Arcana said 95% enhancement will get cut down to around 80% and that's before you add in set bonuses or buffs. Since DR isn't a per-power curve but rather a curve based on totals, you can't say "this power will always provide this much defense/damage/tohit" because it depends on what buffs you've already got. My Therm shields might provide 15% resistance to one target but only 4% to another, for example.

    The sad thing is there's really no easy way to figure out the numbers behind DR since it requires some knowledge of calculus. When a game requires players to do calculus to figure out how their character is going to function, there's something wrong.
  21. Claws/Fire/Mu will actually crank out more AoE damage than SS/Fire/Mu if and only if you can routinely pack multiple mobs into Eviscerate and Spin, which requires the tightly-packed mobs that are only found in certain circumstances. For more standard content, SS/Fire will outperform Claws/Fire.

    There was some discussion upthread about Burn being supercharged since the I18 buffs, but believe it or not Burn is actually worse for farming than it was before the change. Why? Burn still has a 5-target cap, which seems all well and good until you realize that the majority of the power's damage is now frontloaded into a PBAoE and the ticks are much less powerful than they were before. Burn previously would check for targets on every tick, so you'd end up doing much more damage to many more targets, especially if you were able to leverage knockdown or an immobilize (both of which were easy on an SS/Fire). Now, you'll do good damage to five targets and then mediocre damage to everything else in your area.

    TL;DR: Claws/Fire can outperform SS/Fire in some situations, and I'm rather disappointed with new Burn's applications for farming.
  22. Quote:
    Originally Posted by eryq2 View Post
    Absurdly to whom? You? 4k is still over what the DEVS and the NPC values it at. Now, if people wanna jack up the rates of it, well, that's a totally different story. Greed runs the market just as much as impatient people.
    Find me a redname quote that says Alchemical Silvers are not worth 4k or I call bull. The only time a redname's ever commented on market pricing being an issue was when Castle said there was something wrong with items selling at the inf cap on the market and well above it off-market (though it's amusing to note that nothing's been done to remedy that "problem"). Also it's "devs" and not "DEVS." Next you're going to be telling us that a purple is only worth 10k because that's what a vendor will pay for it.

    Quote:
    Originally Posted by eryq2 View Post
    You didn't say bid whatever, you said, "bid low". Like i asked before, "who defines what low is"? If the rates are 55k, is 22k too low? If the rates are 100k is 55k to low? Please tell the people what "relative" pricing would be.
    "Bid low" in this context assumes competence on the part of the bidder - I could bid 1 inf on a purple and complain that the "bid low" advice doesn't work, when the inferred definition of "bid low" should be "bid reasonably low." If your bids haven't filled in two months, they're obviously too low. Now, of course, you'll complain that the price you'll re-bid at is too high, when in reality it's closer to the value that the majority of buyers are paying.

    Let's compare this to negotiating for a car. A savvy car buyer knows they can negotiate with a dealership, because that dealership wants their sale and are willing to take less than sticker price if it means a sale is made. Now, if I walked into a dealership and said "I'll give you $100 for that Camry, and that's final," I'd be asked to leave. Rather I'm going to do some research before I even go to the dealership and find out what the dealership actually paid for the car (in other words, the very lowest amount they'll be willing to sell it for) and negotiate up from there (a parallel to bid creeping in CoX). Eventually we'll settle at some price between the dealer invoice price and the retail price, and both parties will come away more or less happy. That's exactly how buying an item off the market in this game works.
  23. Quote:
    Originally Posted by LuxunS View Post
    One word of recommendation. Bring back base raids. PvPers like them. PvErs like them. Use pre-i13 rules, current rules, arena rules, it doesn't matter; people will like it and use it either way. It will make the PvPers and Base Builders both feel like they've had a cookie tossed to them. Sometimes a cookie goes a long way.
    Bring them back, yes, but if base raids used zone rules they'd be a gigantic mess with the way travel suppression works.

    What I'd like are arena options for all the I13 changes - travel suppression, heal decay, and diminishing returns are already available for change, but we're still missing the damage changes, mez changes, base resists, and the odd unresisted damage/effect/whatever. (Standard code rant) Damage changes wouldn't be too bad (set a toggle for "use PvE numbers"), base resists would likely be just as simple since they're essentially an always-on power. Mez changes would probably take the most work, but again there could be a "use PvE rules" button for those as well. Or, in its simplest form, tell the game that you're in a PvE zone and every target is a critter instead of a player. Unresisted damage or debuffs would be more difficult to implement I think, but it'd be nice to have an option for those as well.

    I've been saying it for the last two years, but there is absolutely no reason that players should be forced to adapt to a system that doesn't make sense when it's likely trivial (or at worst a few weeks' worth of work for an underling or two) to give them the option of using 90% of the old system.
  24. Quote:
    Originally Posted by Ra_Ra View Post
    People still PVP?
    too much reddit, i went to go upvote you but couldn't find the button
  25. Not gonna happen in PvP, you need to be at the recharge cap before DR for it to even sort of work, and obtaining 400% recharge with DR on would probably require a zone full of Kins if it were even possible.