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Posts
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Quote:Right now Infinity's population is down...and we've always been a bit of an odd server. We're helpful enough, sorta, and we're active enough, I guess, but we aren't all that community-minded.
We also tend to have real life stuff going on a lot more than when I hang out on other servers. Maybe it's just me, but I never have half as many people going afk for babies, jobs or other random real life situations when I go onto Pinnacle, Virtue or even Freedumb.
We also seem to be more about the small micro-communities. Because I know when I'm in a couple active channels or sgs, I can get pretty much nonstop teaming, but otherwise it's a crapshoot (usually for the worse) if I'll even get a single tell or blind invite for a couple hours of play.
I recently spent a couple of hours on Freedom retreiving an old toon, and I was frankly appalled at the crowds over there, and the general demeanor of the player base. I returned to Infinity happily.
As near as I can tell, Infinity tends to have a lot of older players, and in my experience, lots of female players. People with jobs and families, who are also looong-term gamers.
Why invest 2-3 hours in putting together a hami when you can tear off three or four TF's in that same time?
Knock down an STF, an ITF, and an LGTF in two-three hours? Happens all the time on Infinity. Toss in a Khan if you have another 40-odd minutes. That's a LOT more "bang for your buck" than a Hami.
As it is currently built, the Hami is this big epic thing, but you don't get much out of it and folks have done it and done it and done it and done it..... Heck, I'd rather do a Justin Moore. Or even a Dr. Q or a Faathim. Or run the AV's arc. Or do a Rikti Raid. Or.... Or....
You get the idea.
Hopefully Posi's new 'End Game' focus will give us some new stuff to do. Lord knows I love my Big Four, but it'd be fun to have some new toys to romp over. -
Quote:Iv noticed that there are seemingly no Spines/Elec Scrappers running around.
Well, let's look at this another way.
According to Mid's, there are nine Scrapper primaries and eight Scrapper secondaries. That means that at an absolute MINIMUM there are 72 'classes' of scrappers. (Assuming I did that math right.)
On top of that, there are ten totally different power pools out of which you may choose up to four on any toon.
On top of that, Scrappers have three 'Epic' pools.
On top of THAT, there are veteran powers, add-on powers, and let's not forget the vast array of enhancement sets.
Frankly, I'd not be surprised if there were BILLIONS of possible scrapper builds out there, and every one of them is going to be at least minimally viable.
When you look at it this way, it's astonishing to EVER see the same build twice, or even close to the same build.
Have you ever experimented with REALLY off-the-wall builds?You'd be amazed what you can come up with.
Trivia Question: Has anyone enumerated and listed every possible Scrapped pri/sec combo and kicked around some of the oddball ones? -
Quote:This really isn't true. What represents double (average) damage (per second) against a non-defense-based character would represent 3-5x as much average damage per second against a defense character, depending on how you define "doing the same thing" to them. Looked at another way, it takes way less -Def to start doing double damage against a defense user.
Even when you're softcapped, stuff with pervasive debuffs will hit you eventually. When it does, unless have a boatload of DDR (which only SR and Hami-O'd Shield can have) getting your defense debuffed usually represents a serious problem for the defense user, because that defense is usually their primary means of mitigation. Slapping 30% defense on a DR or Regen set still leaves them with those tools underneath. They're going to take the extra damage more gracefully than the Defense set will handle suddenly taking 3 or more times as much damage (even if none of them can actually survive it).
Remember, the game isn't balanced around the kind of stuff we do so often in this forum. If it was, it's quite likely we simply couldn't do them.
Hrrrm.
As I recall, Invuln with all passives has 50 percent debuff resistance vs defence debuffs. On my tank I try to 'sweeten' that by running Invincibility saturated as much as possible, getting me to 60-odd percent on the ticks when I manage it. (The old-fashioned 'minion shield' is alive and well.)
Scrappers? Not so much.
Is there any way for other sets to get this goodness? How exactly do the Membranes work their goodness? Could you slot them in Tough Hide, for example? Or scatter them across a fiery aura and gain benefits?
If not, it seems SD may be a little too good to be true.... -
Quote:That's good advice to take.Taking the advice of Santy.
And btw, Chimera, Romulus, and Requiem also all died to my current build. Rough but fun.
I have to say, that's a helluva build Santorica put up. The only thing I'd even suggest to change is a flavor change: Drop the Absolute Amazements, pull a slot from Boxing, swap out Grant Cover for Superleap and two-slot Superleap with Blessing of the Zephyr.
You trade a bit of recharge and recovery for soft-capped ranged defense. You gain some mobility, your combat end drain looks better, but you're also less team-friendly.
Taking out the two purples means that you could in theory build this for near-zero influence: Merits and tickets can get you pretty much everything you would need, given enough time in-game.
Which way you go is entirely optional.
Also, Against All Odds at 49? Hmmmm.....
Dang, that's a tight build.Nice stuff.
Crap, now I got to make ANOTHER alt. Curses! -
Huh.
http://boards.cityofheroes.com/showthread.php?t=207935
I guess for some things, you just need a tank.
Or a controller. Like THOSE guys aren't ridiculously uber. -
Quote:WHAT?!I would consider Elec/SD one of the least terrible builds if played/built by a player who isn't totally lost with IOs.
Come on, everybody knows concept toons sux. Jeeze, mang.
It's impossible to have a cool story, and a RP theme, and also be uber. So this Elec/shield thing must stink on ice.
Right? -
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Quote:Hey, since folks are talking about interesting secondaries...
Am I a deranged Captain America-impressed fool for thinking about MA/shield at some point? Or just wasting my time in a more boring way?
And wow do I need to try that pegleg look in an alternate costume slot...
Supposedly, Blue Steel is a MA/Shield, and since he's the toughest guy in Paragon, it's GOT to be a great combo. -
Quote:Hmmm.no, because his favorite color is purple. PI calls his name and sometimes the wall in Cim
I like the idea of this guy! You could tie his back story into the whole Hero One thing, with him maybe thinking if he gets Excalibur out of wherever Hero One stashed it, he could cure his affliction and end his curse.
Nice!
Granted, Elec/shield is a pretty terrible build, the defenses have to suck, but it'd be fun to mess around with. -
Quote:I need to get back to leveling my Martial Arts/Fire, Dead Black. I created it to be the worst possible combination, but dang if it hasn't been a lot of fun so far. Mind you, that WAS the point. I figured I could level up the "worst possible combination", and still have a blast doing it, because all Scrappers are awesome. That and I've never played Martial Arts or Fiery Aura, so I figured it was high time I did. But I haven't had a lot of play time recently, and most of what I do get has been going to Alexei. I love playing my 50s. It makes it hard to level.
Don't sell the MA/Fire combo short. The two sets are surprisingly synergetic. MA adds much-needed mitigation to fire, and fire adds a lot of damage to MA. For a really off-the wall build, toss in AS/Hover/Fly. AS gives a reliable knockdown which makes MA even MORE survivable, hover is CJ with far cooler combat animations, and Fly is the most reliable 'go anywhere, do anything' movement power in the game.
Besides, flying on fire is COOL. 8)
I feel people get far too focused on dmg,dmg,dmg. There's lots to love in other powers.
Have you looked hard at Jump Kick lately? -
Quote:While that's somewhat true... i did overgeneralize for emphisis a bit.
My main point was this though... In CoH, it was 5 years before I had a toon with the Task Force Commander Badge. It wasn't because I didn't want it... it was because my play schedule wasn't such that I commit to running 2+ hour TF's. However, I still have min/max'd charictors that rival the best achievements of anyone playing the game. In most other games, my lack of ability to commit to 2+ hour play sessions might mean I never even get a max level toon... and there's absolutely no way I'd ever have max'd out gear if I couldn't raid high level dungeons.
Some people may feel that they'll never have the best IO's in this game... but it's not because it's impossible. It's because, there's something they're not doing. If they choose not to do it, good for them, that's their choice. But it's not impossible.
Speaking as someone who has actually teamed with the dangerous little monkey, I can attest that Shred's build performs.
He runs into a mob, flurry of stuff happens, mob falls over, bosses and all. By the time the last guy drops he's (whoosh) gone!
Was fun, although I suspect most of the PuG never even knew what was going on. -
Heh.
MA takes a lot of abuse, and honestly, on the damage numbers it looks a bit weak, but the sheer FUN of it makes it one of the most popular sets out there.
Plus, it helps to recall that MA is perhaps the most defensively oriented scrapper primaries: Paired with a strong secondary like willpower, you can achieve astonishing levels of durability.
Here's to MA! I almost hope it never gets a buff, because I don't want the number crunchers playing it. -
Quote:Invuln is extremely tough. You can get a build that's softcapped to everything except Psi with 1 enemy in range very easily, capped S/L resistances on top of that and massive heal/+HP. It's a well-respected Tanker primary. I have no idea why it doesn't get as much press on the Scrapper forums, although Nihili proved it was amazing by soloing just about everything in the game last year.
One of my new stable of project toons is a DM/inv scrapper.
On paper, and in my experience to date, it's utterly unkillable and destroys everything in its path. If I set it up as planned it will be close to soft cap, have hearty resists vs all but psi, and a pair of nice, beefy self-heals.
Yeah. After all those years of over-nerfage, invuln is finally worth playing again. -
http://www.youtube.com/watch?v=QetPB...eature=related
I mean, even scrappers have to have their quiet, introspective times. "It's a Wonderful World" is such a beautiful song, so we scrappers can...relax. A bit.
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Quote:What he said.Fire/WP is a good combo that I don't see fairly often, great dps with low recharge, defense, resistance, regeneration, and recovery built into wp is a win win situation.
So many people get fixated on DPS. Play for FUN.
For sheer, unmitigated fun, FM/WP is really hard to beat. Turn on your toggles, burn, burn, burn.
Even with only mild slotting it is very durable thanks to willpower's inherent layered defenses. It is also very capable at dropping foes of any variety, single target or en masse, thanks to FM's array of heavy hitting attacks.
Willpower is among the beefiest secondary's and fire is among the beefiest primary's. Neither is the absolute best at what they do.
But I find that moderation in all things leads to maximum fun. -
Quote:At this point I'm willing ot wait and see how Acc and Dam feel when I get there, and then adjust accordingly. Thanks for all of the help, Finduilas!
You might be right, SerialBeggar. I'm used to my Invuln/SS tank who - of course - has Haymaker and Foot Stomp to serve that purpose when he needs to do it, as well as Hurl, and even Knockout Blow. Perhaps I'll find it a more useful power on Electric Melee.
If you are running invincibility, I doubt you will ever have any accuracy problems. And for damage, well, you are a broot, MOAR SMASH.
That said, I really think you should strongly consider some cytoskeletons for your invincibility. No Invuln build is truly complete, in my opinion, without at least one cyto in invince, and preferably two or three. The difference it makes is amazing. Perhaps pull some slots from build up or something? -
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Quote:Hello, writer!According to the official rules, no, we did not have to submit a copy of the actual arc and its files this time.
As for why the count didn't go up, I've not experimented with whether actually FINISHING the arc is the requirement to increase the count. What happens if you get all the way to the end, but you don't rate it, don't comment, and don't click FINISH, but instead just close the window? Would it not count?
Michelle
aka
Samuraiko/Dark_Respite
Well, I finally finished your arc, and with deep regret, I rated it one star.
For this, I sincerely apologize to you, for the writing on this arc is awesome, and I say loudly that you should be working for the dev's as a developer. Aeon's dialog in this arc is incredible.
But.
It took me FOUR resets to complete this arc, because of mobs that simply did not appear. It is a testament to the strength of your writing that I did not simply rage-quit and go play Champions.
I would recommend that you express displeasure with the guys who run this fine game at the bugginess they have subjected you to.
Because it is a shame, a damned shame, they gave you a shot at this and then spoiled it. -
Quote:Okay.As bug-proof as an author can possibly make their arc, bad spawning is still an unfortunate possibility. It's not like the official content is exempt from this issue either.
A reasonable thing to say.
I have now run the whole arc again, laffing the whole way. I mean, it's really fun!
Until the end, when it all goes to hell.
Mission 4 is AGAIN BUGGED.
I've run it three times, and now Dr. Aeon is refusing to spawn.
So... Incredibly.... Frustrating....
Explain to me in small words how this made Dev Choince when it's so incredibly broken?
I will wait patiently for you to explain, as I run it for the fourth time to try and finish it. -
Okay....
I tried to play this.
Very funny dialog, tons of clues, a real fun play. I was laffin' out loud, enjoying this.
Until the fourth mission, where I ran head-first into a could-not-complete. I could not find Trina.
I crawled over that stupid mapless Grandville instance 50 times. I killed everything. I lead the stowaway to the door, twice, thinking it might be a secret objective to spawn Trina. I even clicked every single one of the citizens and dragged them around in a little posse, until finally I was forced to quit out, unable to complete.
How is this a Dev choice? Buggy much? Feh.
I want my two hours back. -
Quote:Oh, and while I don't think raising the aggro cap to 25 or so would go very far toward hurting the game, I think removing it entirely would be a fairly big mistake. The only purpose for such a move would be to facilitate farming, not to improve overall gameplay.
This was part of a series of changes in issues 5 and 6 (global defense reduction, ED, AoE caps, and others) that were intended to shift the scale and focus of the game. Removing the aggro cap would simply be a retrogade move.
I respectfully disagree.
The issue of 'herding' was never primarily the tanker bringing all the bad guys to the kill zone.
The issue was AOE damage then scaling to infinity.
IE, you'd stack up a zillion mobs and the blaster would get FULL DAMAGE against them all.
Scaling to infinity breaks game systems, it's a fact.
However, the fix implemented was hamfisted and waaaay too much. They should have capped aggro, OR capped AOE damage, never both. Of the two, the cap on aggro is the most immersion-breaking, in my book.
Test removing the aggro cap with the damage cap still in place. Nobody will WANT to herd whole maps, because it will take forever to kill them, because the damage output will remain constant. BUT, tankers will have the ability to provide quite a lot more for teams.
Heck, if desired, raise the tanker cap to 34, or 51, and leave all the other AT's the same.
But it is VERY annoying to see team-mates faceplant while being able to do nothing about, because the invisible aggro gods are angry at me right now. -
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i like the idea and while I think they could put a metric on it... there is one thing they could not measure... sometimes a person is just a bad player no matter what there build is...
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That's true, but the best player in the world who's overwhelmed with +4 bosses is still going to be unhappy.
Does the metric seem reasonable? Should we have categories?
Like, 50, cat1 would be one accolade and twn set bonuses.
50 cat 2 would be 2 and 20
50 cat 3 would be 3 and 30
50 cat 4 would be 4 and 40 (this is where most of my toons fall)
Etc, etc, etc.
Seem reasonable? Even simpler? Too simple? -
I have been thinking, and if this has been brought up before, please forgive, but I did look around for it and found nothing.
How do we rank how tough characters are these days?
I like challenging content, when I am plying my 'mature' 50's. I don't bother with purples, but I have 'tight' well-made builds with sets, franken-slotting, judicious hami-o's, and the accolades that I think are best for each toon.
As a result, content that I think is pretty fun stuff clobbers the heck out of less-sturdy 50's. But people with uber-builds (5+ purple sets, ultra-optimized attack chains, maxed defenses) just stroll over my lovingly crafted challenges.
Is there some way we can rank the power of our toons? Because one 50 is not the same as another 50, even if you only look at the sets.
I typically info everyone I team with during group formation. I ignore the powers chosen and instead check their veteran badges, check their accolades, and skim over the list of set bonuses, just to see how long the list is.
This gives me a good 'feel' for the power of a 50.
Is there some way we could boil this down to a simple metric? So we could post arcs saying 'designed for 50's with 5 accolades and 30+ set bonuses"?
How about just putting in a code like:
Diff: L50/5A/35B
What do folks think? Thinking too much?