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Posts
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Joined
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Shhhh, Alt_o_holic is always right!
Quote:Does this also mean you will stop using the markets on your heroes once GR comes out because you will no longer be certain by what means the goods were obtained? Please, oh please, let it be so.My heroes have no want to craft items that may end up in the hands of villains. -
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May not seem a big deal to you, but for those people who either use the market a lot, or prefer to simply get in, get their stuff, and get out (I'm both, depending on the day and what my projects are), it's just more layers of frustration when I'm trying to efficiently spend my time.
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According to pohsyb in closed beta, much of the reason the new market interface is faster than the old one is because of the autocomplete search feature. As I understand it this feature simply checks your input against a list of items that exist in the game, rather than trying to load the history for every single item as you open it. You can turn off the autocomplete option (as I've done, because with it on I cannot do partial text searches for specific items) but it's still incredibly clunky.
I dislike the new market interface - not as much as the initial version during closed beta, but it's still pretty fugly. I'm just concerned that changes won't be made for quite a while simply because once things go live they tend to stay as-is for a good long time.
The "save last entered bid" feature (using that term loosely here) needs to go away. Unrelated but I've accidentally listed an item other than the one I was intending to sell so I ended up spending 65 million in listing fees because the items that got posted weren't the items I had selected. It'd be nice if the items in the "all" tab were color-coded like the old system so I could tell at a glance which ones where selling, bidding, bought, sold, or just sitting there, instead of having to stop and look at each item to check its status. The ability to use the left-hand lists (recipes, salvage, enhancements, etc.) as sort filters instead of search starters is a necessary change because their current function is completely different than how they used to work. After I've done a search (say, for Thunderstrike pieces) and want to narrow them down to just enhancements, I have to scroll through the list of results to find the enhancements - I can't click "enhancements" on the left side of the window, or it starts an entirely new and unrelated search.
Completely changing functionality, especially when your users are used to a certain way of doing things, is never a good design decision. -
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Quote:I'm aware that DM was buffed (and then had activation times on the tier 1 and 2 increased slightly, remember that?) in I13 - not exactly "recent" even on the scale of this game's six-year timeline. I didn't "ignore" anything, because the buffs the set received are completely irrelevant to the discussion at hand. The discussion is relevant to DM as it exists today, not as it existed before I13.Way to ignore the huge buffs DM recently got. In other words, the DM that exists today is not what it was at launch. Just like everything else in this game. **** gets changed.
I do find it amusing that given justification for not making changes that would be good for game and powerset balance (correcting gamebreaking overbuffing, fixing Stone Armor, etc.) is "it's too widespread to change," and that there isn't a good solution for "fixing" Shield Charge just yet, when the possible best solution is to simply give it the numbers it should have (i.e. copy Lightning Rod's attributes).
Quote:Castle won't be nerfing DM because of this thread. On its own without saturated Soul Drain it's still nothing special.
Quote:Get a ******* grip, people. -
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So based on my understanding of Castle's posts in this thread, we've gone from "Shields won't get nerfed right now because it's too widespread an issue to fix" to "Dark Melee may need a nerf because its DPS is too high." Nevermind that DM lacks any decent and reliable AoE, requires large amounts of targets to perform at such high levels (to feed Soul Drain), and the DPS numbers tossed around here were based on relatively tweaked-out builds. Also nevermind that the apparent leap in logic being made here is nerfing a set that's been around since launch would not have as widespread an effect as nerfing a set that's only been around 18 months. Seriously, WTF?
(See also: Energy Transfer nerf) -
This thread has gone full retard. You never go full retard.
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Try running it in windowed mode and see what happens (if you aren't already).
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...In what world is 7775 the same as, or even close to, 120k?
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Mind Link is one of the reasons to play a Fortunata/Night Widow on teams. It's a good defense buff, tohit buff, and psi resist buff for your entire team, and it's easily made perma (on a Night Widow at least) with a bit of recharge and some creative slotting. A VEAT skipping Mind Link (or even TT:M) is akin to a Kin skipping Speed Boost, or an Emp skipping Fortitude, and so on.
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This is the build I am using right now.
Villain Plan by Mids' Villain Designer 1.703
http://www.cohplanner.com/
Click this DataLink to open the build!
tardation: Level 50 Natural Arachnos Widow
Primary Power Set: Night Widow Training
Secondary Power Set: Widow Teamwork
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Poison Dart -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(31), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(40), Thundr-Dmg/EndRdx/Rchg(40)
Level 1: Combat Training: Defensive -- RedFtn-Def(A), RedFtn-EndRdx(40), RedFtn-Def/EndRdx(43), RedFtn-Def/Rchg(43), RedFtn-EndRdx/Rchg(46), RedFtn-Def/EndRdx/Rchg(46)
Level 2: Strike -- Mako-Acc/Dmg(A), Mako-Dmg/EndRdx(3), Mako-Dmg/Rchg(3), Mako-Acc/EndRdx/Rchg(34), Mako-Acc/Dmg/EndRdx/Rchg(34), Mako-Dam%(37)
Level 4: Tactical Training: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(5), RedFtn-EndRdx/Rchg(5), RedFtn-Def/EndRdx/Rchg(7), RedFtn-Def(7), RedFtn-EndRdx(11)
Level 6: Hurdle -- Jump-I(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Indomitable Will -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(11)
Level 12: Build Up -- AdjTgt-Rchg(A), AdjTgt-ToHit/EndRdx(13), AdjTgt-EndRdx/Rchg(13), AdjTgt-ToHit/Rchg(17), AdjTgt-ToHit/EndRdx/Rchg(17)
Level 14: Super Speed -- Clrty-RunSpd(A), Clrty-Stlth(15), Clrty-EndRdx(15)
Level 16: Health -- Numna-Regen/Rcvry+(A)
Level 18: Slash -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(31), C'ngImp-Dmg/Rchg(31)
Level 20: Stamina -- P'Shift-End%(A), P'Shift-EndMod/Acc(21), P'Shift-EndMod(21), P'Shift-EndMod/Rchg(23)
Level 22: Foresight -- RedFtn-Def(A), RedFtn-EndRdx(23), RedFtn-Def/EndRdx(48), RedFtn-Def/Rchg(50), RedFtn-EndRdx/Rchg(50), RedFtn-Def/EndRdx/Rchg(50)
Level 24: Mind Link -- RedFtn-Def/Rchg(A), LkGmblr-Def/Rchg(25), HO:Membr(25)
Level 26: Eviscerate -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(27), M'Strk-Dmg/Rchg(27), M'Strk-Acc/EndRdx(29), M'Strk-Acc/Dmg/EndRdx(29), M'Strk-Dmg/EndRdx/Rchg(48)
Level 28: Mask Presence -- EndRdx-I(A)
Level 30: Mental Training -- Run-I(A)
Level 32: Psychic Scream -- Det'tn-Dmg/EndRdx/Rng(A), Det'tn-Acc/Dmg/EndRdx(33), Det'tn-Dmg/Rchg(33), Det'tn-Acc/Dmg(33), Det'tn-Dmg/EndRdx(34)
Level 35: Tactical Training: Leadership -- GSFC-Rchg/EndRdx(A), GSFC-ToHit/Rchg/EndRdx(36), GSFC-ToHit/Rchg(36), GSFC-ToHit(36), GSFC-ToHit/EndRdx(37), GSFC-Build%(37)
Level 38: Placate -- RechRdx-I(A), RechRdx-I(39)
Level 41: Spin -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(42), M'Strk-Dmg/Rchg(42), M'Strk-Acc/EndRdx(42), M'Strk-Acc/Dmg/EndRdx(43), M'Strk-Dmg/EndRdx/Rchg(48)
Level 44: Gloom -- Dev'n-Acc/Dmg(A), Dev'n-Acc/Dmg/EndRdx/Rchg(45), Dev'n-Acc/Dmg/Rchg(45), Dev'n-Hold%(45), HO:Centri(46)
Level 47: Combat Jumping -- Jump-I(A)
Level 49: Tactical Training: Assault -- EndRdx-I(A)
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Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Conditioning
Level 0: Ninja Run
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Code:| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1431;710;1420;HEX;| |78DA9D944B4F135114C76F1F50FAA254A0E529F29482149AB8505C1882A02820060| |4A3C671A0231DA933756610D9F9015C69A2899137022ED4E8523F9A8B7AEEF95F9B| |10774EDAFFAF73E69EE79DDB9997D76242BCBA2A7C0DE345DD75B531475F2958B6A| |B2D99797B2334AB7BEB8E5E0C7BBA93D73DD3B64242886E7EA62D38BA6999D66A76| |D65C2D78DA69637AC1D09F6DD8CE5A56D9D56D72CA2A188E6179D9BF3F6273B65DC| |C4E9A9E65B86E846FE64B8691877DDAD04B142EC93753D60BD33597CDA2E96DA626| |4AE64A7671626C419BB7D78BDA8CEE7A86B3D944F565E8BB436DE12A57892D424E9| |CDD66F4ED00BB8CF37BC03E633C42F029AF5A1F3F493006224094311403E28CBD98| |72222FDF130EE45F050A8C4E1378CAE859634C50AE80CA1540F420A20711BD1AD1A| |B5147047554D30654C14B54F573A02E328590DE1F1A6453CD294C52A6307C7CE134| |FD68179114E303551E856B307AE0978B63FBC01EA36E07D86574539A3802F9E3356| |CAA0D032146881624547589452EF823A548AA14C9C75CCF1903C8635B568065944C| |11EA112150FF9E8336BC03DE30526F1953D453A39A5E232694C2848631CB1C6699C| |32C7398E53479A55503692C684A02A3640C0AB145E536ABBD6C2E71492DCF0187D1| |E6021E63789D7193E2B6AABE5B3BD9748B4CEDCAD43EC4A66D8ADDA146D1F1834DE| |7BE03DF802F784FBE326E50842E554AD73136E008F8041C327A4E80CF8C19F2EA85| |97AF17FBDF071C52FA7E15AF1FAD65D05A06AD65D0DAC0A9D67E07841854450F1EB| |0E9C23170049C08F92A0D5D94030C88146D6056F59DC50B7A9D4A1A51A6114CA72D| |58399EF4A14B4CFF63990B568E95F0B1E576B0723CCBE13A5E29B0F8BFAE9F95FF8| |8F01D79F0E7A5DC95B224E59E94FB521E487928E591144D4AF957C53B7149D67559| |CAA8942B521AA93EF15AAE0CC913169512931297522B2521A54E4ABD9416295B52C| |A7F003456005A| |-------------------------------------------------------------------|
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Kheldians and VEATs, though that will change with them being unlocked at 20 rather than 50.
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1800 prestige (the maximum rent, as you're only allowed 18 storage items) is such a miniscule amount that it might as well not even exist. If they're going to run a script to give compensation for whatever people think needs compensating for, it might as well be something worth the time to write the script for.
(On topic: I agree with wanting some free transfer tokens, but I don't think there needs to be a reason to do so.)
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I think this is due to the way the system ties damage and resistance together - for example, if you slot a Centriole (dam/range Hami) into, say, the Thermal shields (which you can do because range is an enhanceable aspect of those powers), you'll increase their damage resistance as well as their range, and you'll ED cap on resistance with only two slots.
As far as I'm aware, Summon Demons is the first power which can be enhanced for both resistance and damage, and it's due to how the power system works that this is caused. To be entirely honest I'm not sure they'll be able to fix this problem unless they flag the Ember Demon's resistance buff as "unaffected by enhancements and buffs" and remove the ability to slot resistance buff IOs, because this is the same sort of bug that allows you do to things like the Therm shield issue I described above, or using Membranes to enhance the defense debuff, tohit debuff, and recharge time of powers like Earthquake even though Membranes are +def/+tohit and not -def/-tohit. -
I have these temps coming out of my ears just from running Posi parts 1/2, LGTF, and ITF.
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Quote:When the problem is already considered solved by those who have the power to actually solve the problem, it doesn't really matter.Slinging mud vitriol at them will not help solve the problem.
Quote:And if any of you don't think they listen, you are delusional. Do they always agree, or always take player input into account for every change? Of course not. But they do listen -
I like how the slightest bit of negativity draws all the PvE carebears out of the woodwork.
There's a huge difference between "the makers want to take it in a different direction to make it more fun for everyone, and succeed in doing so" and "the makers want to take it in a different direction to make it more fun for everyone, but utterly fail and the people the changes were intended for still don't participate." All I13 did was drive away most of the existing PvP population and introduce a few new zone scrubs who insist they're good because they get kills thanks to broken mechanics rather than actual skill. -
Quote:Err... the green mitos we encountered during the LGTF were healing Hami quite capably. Eventually we ended up completing it by powering through their heals to defeat Hami and then killed the greens individually, but that added a significant amount of time to our run compared to how the mission should be working.I just looked at the powers for this entity and I *did* find a bug...but nothing that would cause the increased difficulty you are describing.
The only change the powers of this entity has undergone was in issue 16, when I made a change to the way it's auto and toggle powers work to alleviate server stress.
As for the bug I did find, apparently instead of having 50 points of hold Protection, the green mito has 50 points of hold mag preapplied, meaning it is permaheld already. That is causing it to not use it's 2 click powers.
EDIT: Note the that zone version of the Healer works properly, only the mission version had the hold issue.
VEATs can access six costume slots, y'know, except they can't edit the sixth one (but they can still access it via /cc 5). -
Castle comments on the green mitos. Apparently there's no reason to suggest why they've suddenly got 90% resistance, but he also suggests that they're already perma-mezzed which means they can't use their click powers (obviously false because they were healing Hami and each other, as well as blasting us, when we were attacking them).
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They didn't do any changes with the chat UI or similar, so it shouldn't be broken. Then again, lots of stuff that's completely unrelated to things that were changed is broken...