seebs

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  1. The runspeed thing was probably more significant at one point. I don't know how the defense compares between stealth and CD.

    I think I may give time bomb another look, I had been thinking of using it like trip mines, where it would suck, but using it as the thing you put in the spawn so they come play with the trip mines you already dropped... That has potential.
  2. To some extent, it's true that the powers can be replicated -- but in some cases, at the cost of, say, an IO slot you could use elsewhere, or whatever.

    I think TD loses a lot from the mix of ED and IO sets -- it's no longer hard to get all the +dmg you want without losing needed +accuracy.
  3. Ahh, I see. Yeah, it would make sense to improve cloaking device in some way. Better defense, or a lower end cost (since, after all, it's just a device you're using), or something.

    Same for TD; it would be nice if it were a bit better than it is.

    Still, it's a fun set, and if you want to do a natural blaster (archery, AR, or DP probably), it's about the only secondary that makes any sense at all.
  4. Quote:
    Originally Posted by Scarlet Shocker View Post
    But it occurred to me that there's a discussion that's worth having here, and just seeing what other opinions are - what benefits and what disadvantages would it give?
    It would have the same effect price caps have in every market, which is to move people out of the market into another channel without the caps, which would basically screw everyone.

    Imagine that we imposed a cap of 10k on, say, alchemical silver in WW.

    What kind of idiot would you have to be to sell one there for 10k when Atlas Park is full of people who will pay 50k or more?

    This comes up occasionally in the market forum, and the actual economics types have been pretty consistent in thinking it would be a disaster. Real world price caps usually are too.
  5. Quote:
    Originally Posted by Nethergoat View Post
    *boggle*
    Play style > efficiency.

    I love the semi-control nature of the set; caltrops are one of my favorite powers ever, for instance.

    Quote:
    IMHO most of the set stinks and is easily replaced by pool powers and either individual IOs or set bonuses. Stuff like Targeting Drone and Cloaking Device used to be great but are largely redundant these days.
    TD is a fair hunk of +to-hit and also to-hit debuff resistance. I am much less afraid of CoT on a /dev blaster than I am on most of my other toons. Cloaking Device, well, sure, I could replace it with stealth and some kind of speed bost or something, I guess, but I like the defense and I like the stealth. Stacked with a stealth IO, it's amazingly useful. Without the speed penalty of the pool power.

    Quote:
    Targeting Drone is a good place to stick a Chance for Buildup proc.
    It's still not actual Buildup, but it's better than nothing.
    Yes. Especially true if you're playing DP and have no Aim.

    Quote:
    I really dislike the "spend ten minutes setting up for the next spawn" aspect of devices so I respec'ed out of Trip Mines. They're fine at what they do, but they impose a certain playstyle that I don't find congenial. Also, keep in mind that they are unaffected by your Targeting Drone (along with Time Bomb I believe- gee thanks devs!) so slot plenty of acc.
    Yeah. I think that's sort of the key thing in my experience -- /dev implies a very careful play style when you're actually trying to use it, and that's often unnecessary or wasteful. So /dev doesn't shine on, say, a team that can steamroll the content.

    Quote:
    Cloaking device, meh. I'd blow a few mil on a stealth IO and save the power choice.
    See, I view this one exactly the opposite way. Cloaking device plus the stealth IO is amazing. Full invisibility is not just slightly better stealth; it's a complete change to how you can play. You have full control over positioning and setup, including being able to wander around mining things, search for the leader of a leader-and-guards quest, etcetera.

    Quote:
    Time Bomb is hot garbage. It's a hidden dev IQ test- if you take Time Bomb they exclude you from future betas. =P
    I suspect it's more useful with invisibility-class stealth than it is without. I'm probably gonna take it just to find out what I think of it. Freespec coming soon anyway.

    Quote:
    Gun Drone's better than it used to be as Assault Turret, but it's still weak (especially with the OMG MUST CHARGE INTO MELEE bug affecting everyone's pets). The damage is laughable, but it does attract some aggro and the defiance boost is nice. Unfortunately it's laughably long, interruptible set up time and short duration mean I rarely bother with it. It is a nice place to stick an Expedient Reinforcement set, though.
    I might try it. Splitting aggro up is sorta cool, especially if you already have everything heavily mined...

    Quote:
    Huh...that ended up being more of a whine than a strategy guide....sorry Seebs!
    =P
    No worries. Part of a useful guide is catching not just strengths but weaknesses.

    A /dev guide that doesn't warn you that the set relies on a play style that many people don't enjoy is a worthless guide to /dev, IMHO.
  6. Quote:
    Originally Posted by eryq2 View Post
    I got ya. Personally, i can't see playing with my wife from level 1 to 50 and in that journey, being able to purple our toons out once we hit 50.
    I'm pretty sure that is very much the intent of the system.

    In The Other Game, the intent is not that, once you make 80, you have enough resources to immediately acquire all the best top-tier raid gear.

    The intent is that, when you make 50, you will be able to have all level-appropriate SOs, and anything past that is a bonus. You are very definitely not intended to be able to fully purple your first character the moment you make 50, unless you spend a lot of time and effort acquiring wealth through other means.
  7. My impression of trip mine is that with a couple of slots, a stack of five or so will kill a lot of fairly tough stuff, and that 4-slotted with obliteration bits, it's doing quite nicely indeed. (Aiming for 5-slot obliteration and an eradication quad.)

    I loooove trip mine. It is a genuine competitor with caltrops for my affections, that is how awesome it is.
  8. You know, I hadn't thought about time bomb toe-bombing until just now, but obviously, since I've gone for full invis, I can do that. Which would make it an actually pretty good power. So you've already changed my mind on something. I'll have to get it and see how I like it.

    But I could quite like a stack of trip mines, then toe-bombing, then having 15 seconds to get back in place, lob a smoke grenade, and try to time my opener to align with the bomb.
  9. Quote:
    Originally Posted by Nethergoat View Post
    I think Sam is referring to Posi's freakout over the epic tsunami of farming the release of MA created.
    Quite possible. But I've never seen it, only seen references to claims that such a thing once existed.
  10. I'm willing to put up with lower rewards in exchange for interesting stories, but not much lower.

    I do not think XP should be removed from AE. If anything, I think AE rewards should be a bit buffer than they are, but the exploits should get fixed faster.
  11. Quote:
    Originally Posted by Samuel_Tow View Post
    Well, the be fair, the Architect exploits are the first time the developers themselves came out and said "This is wrong. Don't do it."
    Linky?
  12. seebs

    First 50?

    For the record, altitis struck again, and the dp/dev blaster is now 31. I happened to be on, someone was looking for a team, I made 28, and I got trip mines.

    Mmm, trip mines.
  13. eryq2, I think you're missing UG's point.

    He's not talking about farming in order to get rewards, but the rewards that come if you play the game because you enjoy playing the game. So of course it's not anywhere near as efficient a an activity chosen based on the rewards it provides.

    If I decide to spend the afternoon running missions with a friend because we like hanging out together, we'll get a lot less XP than I would on an 8-person team, in all probability, but I'll have fun. So if I point out that you can in fact level on a duo without 8-man teams, pointing out that 8-man teams are a better way to gain levels is missing the point.

    One of the questions people have is whether you need to explicitly seek out ways to farm inf, or whether you get enough "just playing". So UG's giving some solid numbers for what you get "just playing", rather than specifically farming something for the sake of farming it.
  14. seebs

    Ncsoft store

    Seems to have a lot of issues with credit card fraud departments, probably because a lot of MMOs have issues like that.

    It would be a lot better, from my point of view, if they made it possible to bundle several items in a shopping cart and buy them all with a single transaction, as "multiple small transactions with the same place" is a red flag.
  15. I really want a swap mechanism too, some sets have the curious trait that primary color is background on one piece and detail on another, for instance.
  16. Summoning at range would really pretty much make it into a usable power. It wouldn't be unbelievably awesome, but it'd be good enough to use, and you might occasionally see people even letting the /dev blaster set stuff up.

    Mine the heck out of a hallway, time bomb a mob, move around corner, wait.
  17. I don't think the intention of this is to completely eliminate endurance woes, or health woes. I think the intent is to move them from "frustrating and tedious during levelling" to "one of the things to consider in your build".

    I mean, obviously, if they changed health to give a 1500% boost to regeneration, many fewer people would run out of health during fights, but I don't think that would necessarily create a more-fun game. While some builds (willpower comes to mind) will probably have an excess of endurance when mixed with stamina, others will continue to have the potential to run out of endurance without careful slotting for endredux, and possibly even then.

    That's okay, IMHO. If they wanted to eliminate endurance as a concern, they'd set everything to an endurance cost of 0 and be done with it, and people would view endredux in IOs as a wasted stat. Instead, I think they're trying to preserve it as a thing you do have to think about a little, but which you can manage with a bit of care. They just wanted to move that "bit of care" from "three of your power picks" to "a couple of slots".
  18. I'm thinking to try to write a /dev guide. I love the power set. I have nrg/dev and dp/dev blasters, both of whom are fun for me. I'm not quite to 38 yet, but dp/dev just made 31, so I'm getting somewhere.

    So, I seek comments to help fill in the gaps in my knowledge. What's awesome (or horrible) about /dev that really sticks out for you? What cool tips have you got? What synergies are there with various blast sets?
  19. So far as I can tell, everyone agrees that Time Bomb is one of the most flexible powers in the game, because if you have it in one of your power sets, you get to pick from literally any pool power in the game at that level.

    I don't know whether it can be fixed. I don't think it can, though.

    Please give us a power that is at least conceivably useful.

    Proposal for making Time Bomb useful, just in case:

    Make it a ranged thing which creates the time bomb pet, which then goes off in 15 seconds. The key here is, it doesn't create aggro, and the pet doesn't get noticed or picked up. Give it a range comparable to blasts, and a medium-sized AoE.

    Basically, the reason it's useless is that you can't reliably control enemy positioning over time; you can be sure of getting enemies to a given point, but it could take five seconds or twenty. If the bomb goes off early, it's wasted, and if it goes off late, it doesn't do much good. If we could position the bomb somewhere more useful, such as in a spawn, it might actually be useful. (Down side, it's sorta overpowered then, perhaps.)

    Alternative: Make the timer quite a bit longer (say, 60 seconds), and give us a plunger power that can set it off prematurely. Then at least we CAN use it.
  20. Quote:
    Originally Posted by Ultimo_ View Post
    Yes, the added flexibility is a benefit. However, new powers without new endurance means there is potential for endurance issues. This is all I'm saying.
    Hmm. It's true, but I don't think it's significant. You can already have endurance issues now for some sets, even with decently slotted Stamina.

    For the most part, my guess is that people who already have Stamina, and are having endurance issues, will go for utility powers like Recall Friend. These don't have any impact on combat endurance availability, but are handy to have. Or set mules which they put a single proc in. So they'll be better off, just not necessarily substantially more effective in combat.

    But overall, every character is better off as a result of the change. The worst case is that you end up with enough more global recharge that, if you press buttons all the time, you can run out of blue. Well, if that happens, you're still better off than you were before; you now have the ability to put out that much more damage/healing/control in a short time (and focused power tends to matter more than longevity), and if you need to fight longer, you can sometimes not be using a power, and you're doing at least as well as you used to. Or you can carry a couple of blues.

    I'd guess most high-level characters are close enough to being activation-time bound already that the real effect is purely one of extra IO bonuses, utility powers, and a few more options in combat -- no downside at all.
  21. I love energy/devices. Devices is almost a control set; you get a stun, an immobilize with -recharge, insane amounts of damage if you have setup time, stealth... It's a very different playstyle from other blaster sets, but I love it.

    There's no current guides, but I'm thinking of trying to write one in a while. I have nrg/dev and dp/dev blasters, nrg/dev is 27 and dp/dev is 31.
  22. I think it's good to have some sense of the rate of income you'd expect for just ordinary playing of the game without specifically aiming for money.

    eryq2, what might help would be if you posted comparable numbers for efficient farming. Then, players who want money could look at yours, and UG's, and decide whether they think "efficient farming" is worth it to them. If they enjoy regular play more, and it's only a bit less inf, they might do it by preference anyway. If they really want money, and it's a substantial increase in earnings, they might prefer to farm for a bit to get the money.
  23. Quote:
    Originally Posted by Ultimo_ View Post
    I'm not saying there's nothing good in this, I'm just saying there's no real benefit, and potentially more probelms, for higher level characters. If you disagree, fine. All I ask is rational argument.
    Okay. Here's my rational argument:

    On my characters who currently don't have fitness pool, I'll have more endurance and health available (because of increased regeneration and recovery), as well as moving a little faster and jumping a little higher. They unequivocally win.

    On my characters who currently do have the fitness pool, I get three more powers to pick. Any three powers. They can be situational powers which I tend to only use outside of combat (where endurance is usually a non-issue); that's a pure benefit. They can be powers which I'd use inside of combat. Now, I might not have any more endurance, but frankly, most of my stamina characters are activation-time bound, not endurance bound, already. The limitation is not on how much endurance I have, but how often I can click. Three more powers won't change that, but it gives me more flexibility.

    Maybe in That Other Game, where there exists an optimal "rotation" for many builds, it would be useless to have more powers. In CoH, flexibility is a huge win. It doesn't matter that I might use a power only occasionally; having it as an option makes me overall more effective.

    So, for instance, my dark/dark defender might pick up Dark Pit. Sure, that's not a very heavily used power, lots of people consider it skippable. But on top of Howling Twilight, it's a pretty solid hunk of stun. Even a single acc/end or acc/end/stun IO in it would make it hit often enough (I have 50% or so inherent accuracy and a base to-hit over 90%) to be awfully useful. ... Occasionally.

    But I'm still better off having that option than I would be not having that option.
  24. Here is my thought.

    Interpret "health" and "stamina" as being the level of health and stamina you have just because you're a superhero. Then view the slots as additional training/health.

    So your "really scrawny alien" character wouldn't even put an enhancement in Stamina, while a really buff guy might have three endmod and a performance shifter proc.
  25. I think this would deprive mid-level recipes of even more value.

    I wonder if it might make sense to have non-purple set bonuses scale, rather than disappearing entirely.