seebs

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  1. I've been on a TF run by Dechs, it was a blast. I would not worry about it.

    The team teleport design is... interesting, but on the whole I think it's probably the right choice.

    FWIW, my bots/traps just made 38, and I am in love with detonator because it's so silly. I even have macros set up for each of my bots to make them say "WHY AM I TICKING, MISTRESS?" and then explode.

    I have no clue what I want from patron powers. Right now, I have hover and fly but no teleport stuff. Taking Team Teleport would eat three power picks, and that's a lot, but... Being able to get the bots into a spawn without spreading out away from FFG would be SO handy. But I love my leadership pool.
  2. Quote:
    Originally Posted by Djeannie View Post
    One thing I keep in mind when slotting IO's is what level the power comes available as to what level IO's I'll put in it.

    If I'm working on making sure I can exemp down (L30 to 35ish io's for example) then I find it useless to put a L30 IO in a power that doesn't become available to you until L38 when exemping below the level of the power (by 5 of course). SO I Try to keep the IO's around the level of the power when the power comes after L30.

    Example: putting L40 IO's into an epic power pool or any power taken at L41 is just fine for me. No need to try and get a L30 or L33 IO for that power.
    I was under the impression that set bonuses were available regardless of the level of the power, unlike procs. So if you put a 4-piece level 15 basilisk's gaze in an epic pool hold power, and exemped to 15, you'd still have the 7.5% global recharge.
  3. If I'm soloing a lot, I'll do a bunch of common IOs at level 7. Those IOs are better than TOs can ever be, and close to as good as DOs. At 12, I go to level 15 IOs, which are better than DOs. At 17, I get level 20 IOs, which are even more better than DOs.

    Of course, that's if I'm soloing a lot, and thus levelling slowly. If I'm teaming a lot, I tend to pick up a few level 15 IOs (mostly accuracy) at 12 and not bother to replace them, but I do add level 20s when I make 17. A bigger deal is that I put in a kismet +accuracy as soon as I have either hover or CJ (or a defense power, but I usually get either hover or CJ pretty early). The +to-hit bonus (it's really to-hit, not accuracy) is worth the few million inf, easily.
  4. Oooh, team teleport does sound lovely for bots. Sadly, my bots/traps is already sorta tightly packed for Awesome Tools.
  5. Quote:
    Originally Posted by F T W View Post
    On a daily basis i see purple recipes that have more than a 150mill difference between the recipe and enhancement. Now, would it be a good idea to try to flip them? I have 600mill on my market toon right now and before i waste 450mill trying this i want to know if its a good idea.
    The difference between recipe and enhancement has nothing to do with flipping.

    Flipping is when you resell something unchanged. Grocery stories flip stuff; they buy it in order to sell it exactly the way they bought it. What you are probably asking about is crafting, which is more like what restaurants do.

    My advice: Never have a single thing be more than about 1/3-1/2 your loose cash. Build up enough money on easy stuff that you're still okay after bidding on the expensive stuff, then go ahead and speculate.
  6. Actually, that's super handy, because I was just trying to figure out how to get that much global recharge.

    The global recharge bonuses I know of are a few sets with 5%, 6.25%, or 7.5%. Rule of 5 says I can have:

    5 * 7.5% set bonus
    5 * 7.5% LotG bonus
    5 * 6.25% set bonus
    5 * 5% set bonus

    ... and that's 130%. But that's a LOT of very expensive bonuses to have. Are there other global recharge bonuses I'm missing? For that matter, most of the +recharge set bonuses are 5-piece, so that's 80 enhancements at least partially dicated by set bonuses (5 for each of the 15 set bonuses, plus 1 for each of the 5 lotg).
  7. Quote:
    Originally Posted by Wonderslug View Post
    I'm assuming that's a relic of Issue 0 design, since there are plenty of multiple-radius powers now. Come to think of it, that's another category of things the real numbers display handles poorly.
    Also, the tendency for tanker attacks to claim to be AoE when the actual attack itself isn't, just the taunt.
  8. UberGuy, you make a very good point. I'd tend to view failure to show accurate information about how powers work as a bug, on the grounds that the documented "feature" is to show players what happens when they use their powers. Obviously, not having that at all was not a "bug" in the same sense -- the system was working as intended before that.

    There's a second sense in which a "bad design" might be considered a bug -- the entire concept of hiding the numbers from players is just plain a bad idea, so it shouldn't have been done, but that's a different, and broader, sense.

    One of the problems we face is that when a specification suddenly changes, it can expose a lot of vagueness in the original spec. When we suddenly say "we should show the players numbers", it's not always totally obvious what numbers they want. But in general, it seems like the purpose of the feature is to show the player how their powers will actually work, so showing data which have no effect on any game mechanic is probably a "bug" meaningfully. So the 2.00 accuracy on Rain of Fire is the wrong data to show because that 2.00 accuracy never does anything, that we know of. Or for Teleport Other, showing the 25' range instead of the 225' range is probably wrong because that doesn't actually seem to be the range of anything.
  9. seebs

    2nd account

    My problem is mostly that I wouldn't be happy without all the addon packs I've gotten (I love to play with my dollies!) and the CoH online store is a nightmare for me for some reason -- I can't buy multiple things from it without it freaking out.

    If they had a shopping cart so I could just put all the boosters in a cart and pay once, I'd probably have a second account.

    Lazy? Me? Naaaaah.
  10. seebs

    Team Dynamics

    Quote:
    Originally Posted by alyssa_jones View Post
    But seriously...you can have an all damage team or all tank team or etc.. and still stomp your way across their faces without much of a drawback?
    Yup.

    Quote:
    Not to be glib, but how is this possible?
    A few things.

    First... Regeneration. REGENERATION DOES NOT STOP WHILE IN COMBAT. What this means is that as long as your natural regeneration exceeds incoming damage, you don't die. And in fact, if it merely falls short of incoming damage by an amount less than your total health during the duration of a fight, you still don't die.

    Second... Crowd control. Crowd control is a big part of CoH. An opponent which is "mezzed" can't hurt you, and thus, doesn't do damage. Mezzed opponents mean less incoming damage, and that means (see item 1) that you don't die, because you regenerate faster than the incoming damage.

    Third... Damage. Defeat is the best mez. A defeated opponent never damages you. Rather than small groups of creatures which are hard to kill, CoH tends towards larger spawns of creatures most of which die easily.

    So.

    All-tanker team? You are in no danger at all of taking enough damage to die. So if you can kill even one enemy at a time, you will eventually win, guaranteed.

    All-blaster team? Someone will have a nuke up every spawn. Most of the enemies will not live long enough to attack more than once.

    All-controller team? You can play cards while you wait for your pathetic little plinking damages to kill the enemies, because they're just gonna sit there and let you do it.

    Etcetera.

    Finally, last but not least:

    CoH is by default fairly easy.

    Most large teams run with level adjusted to +2 or +3 if they have good synergy, because they get more XP that way. But you can clear everything with level set to +0, and if you don't have enough amazing synergy to steamroll at higher difficulty, no problem, just run at lower difficulty.
  11. seebs

    Team Dynamics

    Quote:
    Originally Posted by MTS View Post
    don't worry about dying. The penalty is extremely minimal.
    It can be significant when you're new, and soloing, but...

    I'd say the penalty is larger than that in the other game I used to play, but there's a big cultural difference. See, we're not all focused exclusively on Making Level Cap so we can Do The Real Content. Instead, we're playing. And that means that I simply don't care how much XP debt I get. Heck, people pursue XP debt because there's badges for it.

    So in CoH, when I was on a small team and something went wrong with spawns so that our three-person team of lowbies was getting spawns with three red bosses in them, you know what we did? We killed a boss, died, came back, killed another boss... But hey, we HAD FUN.

    Having to play more and getting some challenges that encourage you to think about how to use your abilities more effectively is not a bad thing. You don't get many people who ragequit the first time something goes wrong.
  12. seebs

    Team Dynamics

    Quote:
    Originally Posted by alyssa_jones View Post
    One of my toons is about to reach that age where she gets to play with the other boys and girls and I want to make sure she does so correctly. Having played WoW for so long, I have ingrained in my brain the 5man rule: 1 tank, 1 heal, 3 dps - all have their roles and no one acts outside of them.

    Something tells me this does not quite hold true for CoX.
    Good!

    Quote:
    What are the optimal team builds? Which team builds should I stay away from?
    The optimal team build is N players all of whom are present and pleasant to interact with. You should stay away from builds with several players who are sitting idly at the door or who are annoying to interact with.

    Seriously.

    Just about every task force has been done with 8-of-X where X is any archetype in the game. Most ordinary content you can steamroll. People say "AFK a second, phone" and the remainder of the group finish clearing the map, because waiting would be boring.

    "Heals" is not a role. "Buffs" and "debuffs" are two roles, and a good buffer or debuffer is usually plenty for a team. More generally better. A team with several controllers or dominators or defenders or corruptors or masterminds can usually do stuff.

    Here's the thing. Say I have a team of 8 people. We get spawns that are tuned for a team of 8.

    Say I instead set my difficulty setting to +0/x8. I get those same spawns, solo.

    On my bots/traps mastermind, I often just leave my difficulty set to +0/x8, and clear missions. Might be a bit slow sometimes but it's fun.

    Now, any 7 other characters I add to the team will be a bonus, but they won't be necessary, so anything will work. If they all sit at the entrance and speculate about the sexual preferences of other players, I'll clear the map. If they help, we'll clear the map a bit faster.

    Given a choice, my preference for team build is:
    * At least one buffer (troller, defender, corruptor, mastermind, with a buff set)
    * At least one debuffer (troller, defender, corrupto, mastermind, but with a debuff set)
    * At least one durable character (scrapper, tanker, brute, or a well-built stalker or a tankermind-build mastermind)
    * At least one character with good damage output (mastermind, scrapper, brute, stalker, blaster, dominator)
    * Any other four characters who are fun to play with

    Note that the "epic" archetypes (soldier of arachnos, widow, peacebringer, warshade) are harder to categorize, and depending on builds may fit plausibly into any of those roles, maybe.

    Seriously, though, here is how to get a good team:
    1. Announce that you're looking for a team.
    2. Invite the first 7 people to express interest.

    I came here from Another Game (forum rules, no talking about other games), and I was very used to a rigid group design. Getting my head around just how wide open CoH is about effective groups has been amazing.
  13. I would totally not mind an option for "automatically vendor" or "automatically drop on market". Of course, I run out of market slots quickly.

    Maybe make a special rule where items listed for 1inf don't take up market slots.
  14. Actually, to be fair: Price capping, in the sense of "setting a maximum allowed trading price", is bad for the economy. Look how little traffic there is in PvP IOs through the market, where the fair market value is above the 2B the interface will let you bid.

    Price capping, in the indirect sense of "guaranteeing that everything is for sale at some price", is... well. In the real world, it's disasterous, because you can run out of things. In CoH, where the devs can manufacture all the LotG +7.5% recharge they want, it's... maybe not so disasterous. It would tend to stabilize market prices at a little below the fixed-purchase-price.

    In short, if you could craft and sell Black Market Teleporters, they would sell for some amount under 10k inf. If it were enough cheaper to make them, people would probably do so, but there would probably be very little demand over 10k. (Though not none. In another game I played, you could auction vendor-purchaseable stuff for tens to hundreds of times vendor price and get some sales.)

    I actually think it might not be bad for the CoH market to have some way to convert inf to desireable things at some fairly expensive rate.

    Okay, imagine this. Imagine that we allow you to buy a reward merit for 1M inf. This would impose an effective cap not much over 140M for any recipe which could be purchased for 2 a-merits, because the maximum cost of it would be 100 reward merits plus 40M in conversion costs. However, the actual cap would be a bit higher, because you can't do that every single day. (Similarly, in a hypothetical other game, crafting-with-cooldowns had a higher market value than crafting you could spam, usually.)

    The thing is... Obviously, this would result in a massive shift in market prices. But one of the biggest effects would be that people would be spending immense amounts of inf on reward merits, which would be promptly turned into some of the most valuable recipes. So prices on stuff like LotG +rchg would drop noticably, while prices on a lot of other stuff might not change as much right away. But! There'd be a functional cap on the costs of a lot of those things. Without any worry about cooldowns, 240M inf => one lotg +rchg. As often as you want. Now, that's not something that's going to hugely impact the market, while LotGs are selling for less than 240M... But it would have one effect, which is that people who don't feel like messing with the market have a guaranteed path to getting anything they want at a reasonably effective price. And, for a lot of recipes, that price is under 100M, which is "pocket change" for a marketeer.

    If this happened, I'd probably spend close to half my money buying specific recipes at specific levels, because I'd rather spend 100M today than bid 40M and wait 1-3 weeks or maybe a month. And I bet a lot of other people would, too.

    So I think that would be a very effective inf sink, and while it would have the side-effect of creating a functional maximum price for a lot of things, it wouldn't have the catastrophic side effects of a "price cap".
  15. I have serious altitis. I make alts. Then I make more alts. I was like this in another game, too, where I had three accounts so I could have one of each class on each faction plus a couple open slots for bank alts and the like. (All now deleted.)

    Couple things:

    1. Players, more than content, are fun. I like to meet people and play with them. Except I get burned out on socializing.
    2. Play different games within Cox. Spend a week marketeering. Spend a week roleplaying. Do things that aren't all the same.

    YMMV.
  16. As I understand it: If you have enough global recharge that dom comes up again before it ends, the bar is magically full. It only drops when dom ends. So if it comes back to fully recharged before the previous one expires, you can reactivate it for another 90 seconds.

    Let's see. It's 200 seconds, we want recharge under 90, so 200/(1+x) = 90, so 200 = 90 + 90x, 110 = 90x, 11=9x, 1.222..., so 123% global recharge, probably plus a little for the activation time, so about 140% global recharge. At that point, you're sure looking like you might want to shoot for perma-hasten as well. As it happens, perma-hasten only requires about 110% global recharge. That seems really low, but:

    1. You can 3-slot hasten, getting you about 95% recharge.
    2. While hasten is up, you're getting a 70% recharge buff.

    That gives you 165% already, you need about 275% total, so... 110% or so.

    So if you have 110% global recharge, and take hasten, you now easily have permadom.
  17. Of course it is "getting harder". That doesn't mean it's hard, just harder. I have tried to pick names and had them be taken. Oh noes! But I seem to be able to find names.

    Names I've used recently:

    Captain Chroma (da/dm tank)
    Miss Wormwood (plant/thorny dom)
    Meri Sioux (mind/psi dom)
    Perfect Dork (dp/dev)
    Shadie Hawkins (ws)

    I'm not having much trouble finding available names.
  18. Quote:
    Originally Posted by Razoras View Post
    The burden of proof also falls onto the party that makes a claim. Without evidence for the claim that party fails the burden of proof. So if I reject the claim that Faultline and Statesman are in a relationship of some kind, it is NOT my burden to prove they aren't. It is the other party's burden to prove they are.
    True.

    But if someone else rejects the claim that Faultline and Statesman aren't in a relationship of some kind, it is not their burden to prove that they are; it's the other party's burden to prove they aren't.

    Quote:
    You're treading on the edge of another logical fallacy (assuming you're doing more than just waving around your logical fallacy wand), which is Argument from Ignorance: a claim is true if it has not been refuted.
    And "a claim is false if it has not been proven" is just as wrong. The correct state for an unestablished claim is to neither believe nor disbelieve.

    Interesting trivia point: Not everyone's brain works the same way on this. For some people, a claim can be in a state of "don't have any reason to believe yes or no". For other people, the only options are believe or disbelieve. One of my friends is in the latter category, and he thinks things are false if they aren't proven true. I mean, not logically, he knows that's wrong, but his brain experiences them as though they're false.

    So for instance, imagine the claim "the difference from the center of the earth to the center of the sun, measured in centimeters and rounded towards zero, is an even number." He has no evidence for it, so he thinks it's false. Now try the same claim, only with odd. He has no evidence for it, so he thinks it's false. If he tries to think about both at once, his head hurts. Me, I just don't think either of them is true, but that doesn't imply that I think they're false.
  19. So, early guides said Mental Blast was awful, but later comments suggest it may have gotten fixed. Any suggestions? I'm a bit unsure of what to be doing. (Level 15 and counting.)

    Edit: 17 now, and about to start actually slotting enhancements and such. Any suggestions for a reasonably viable build? All I ask is that it include hover for my kismet proc. (I'd rather have hover than CJ on this character). Apart from that, I've been pretty happy with all the mind control powers prior to telekinesis (which I don't have yet), and the various psionic assault powers have been usable, at least.

    I figure I'll use my fauxspec (second build) to correct any newbie mistakes I've made. Right now, my powers are:

    mesmerize
    levitate
    dominate
    confuse
    mass hypnosis
    psionic dart
    mind probe
    mental blast
    psychic scream
    hover

    Spent quite a bit of time teamed, had fun, felt like I was useful -- if the three toughest things in a spawn are attacking the spawn, that makes our lives easier.
  20. mind/psi is now 10. I can confuse one, sleep one, hold one, and then do interpretive dance while they eventually fall down.
  21. seebs

    My wishlist

    My wishlist:

    1. Implement Quinch's wishlist.

    Or, as the saying goes: "This friend speaks my mind on this matter."
  22. Quote:
    Originally Posted by SpittingTrashcan View Post
    Because the failure mode of a Dominator confronted by purple triangles is a Blaster. Stay at range, stack defense, deal damage. At least, that's how I handle EBs; I don't solo AVs with Dominators.
    I am shocked to hear that there's something with which you don't solo AVs. Say it ain't so!

    Quote:
    For Controllers, of course, the ST immob is a bread-and-butter attack.
    I apparently should not have trusted the guides which told me not to bother with it. I suppose, given containment, it'd be noticable extra damage, and it's probably cheap.
  23. Quote:
    Originally Posted by Oedipus_Tex View Post
    It immobs AVs. Especially useful for soloing them.
    Okay, newbie question time: Why is immobilizing them useful for soloing them? If I'm supposed to be meleeing, it's not because it keeps them at range while I plink away.
  24. Even with regeneration, taking half of a spawn out, even if they come back at full health later, is probably a net win for the player characters. A spawn that could probably cause a wipe being split into two spawns half that size would usually be, well. Not as bad.
  25. Well, given that definition, there's never a bug unless stray cosmic rays are flipping bits, because the computer always does what it was coded to do. I call it a bug when the computer is told to do something other than what it was nominally supposed to be told to do. In The Zen of Programming, one of the koans ends with the master conceding that in theory you could have a program which did exactly what it was "supposed" to do, but points out that it would nonetheless sometimes not do what the user wanted, and that is also a bug.

    Viewing any failure to perform as-desired as a bug, regardless of whether or not it seems surprising when you look at the code, seems to produce a better user experience.

    Looking at the case of pet/pseudo-pet powers: Things like Time Bomb and Trip Mines seem to do exactly what I'd want for stuff like Rain of Fire.

    Arcanaville, do you mean powers where there's a to-hit check on whether or not they summon?